Shadows stalk quietly in the darkness, just at the edge of light.
Maneuvers from the Shadow theme focus on the art of stealth, ambush, silencing and blinding.
Spells from the Shadow theme allow you to suppress sources of light, pin a creature’s shadow, unleash the shadows’ hunger, create zones of magical darkness, blend into the darkness, teleport between shadows, conjure dark tendrils, create shadowy servants, blind or deafen creatures, create objects from shadows, haunt creatures with dread powers, and assume a form of shadows.
Power sources
Occult
Table of contents
Shadow feats
You can take each feat only once, unless the feat’s description says otherwise. You must meet any prerequisite specified in a feat to take that feat. If you ever lose a feat’s prerequisite, you can’t use that feat until you regain the prerequisite.
Shade
Prerequisites: You must have a magical or physical means of gaining this resistance. Speak to your GM.
You have resistance to cold and necrotic damage.
You are expert at slinking through shadows and your quick ranged attacks make you difficult to locate. You gain the following benefits:
- You can try to hide when you are lightly obscured from the creature from which you are hiding.
- When you are hidden from a creature and miss it with a ranged weapon attack, making the attack doesn’t reveal your position.
Ambusher
You spring into combat faster than foes can react. You have advantage on initiative checks and in the first round of each combat, creatures that haven’t taken a turn yet are flat-footed to you.
This does not stack with other advantages to your initiative
Darkvision
Prerequisites: You must have a magical or physical means of gaining this vision. Speak to your GM.
You gain darkvision out to a range of 10 meters. If you already have darkvision, its range increases by 10 meters.
Prerequisites: The ability to cast at least one spell
Once on each of your turns when you damage a creature with a cantrip, you can push that creature 2 meters away from you or pull it 2 meters closer to you.
You can remain perfectly still for long periods of time to set up ambushes.
When you attempt to hide on your turn, you can opt to not move on that turn. If you avoid moving, creatures that attempt to detect you have disadvantage on their Perception checks until the start of your next turn. You lose this benefit if you move or fall prone, either voluntarily or because of some external effect. You are still automatically detected if any effect or action causes you to no longer be hidden.
If you are still hidden on your next turn, you can continue to remain motionless and gain this benefit until you are detected.
Shadowslip
Prerequisites: The ability to cast at least one spell
Shadow concoctions
1 hour/catalyst
As an action, you can create this bomb. As an action, a creature can throw this bomb at a point within 5 meters, where it explodes on impact. Darkness spreads to fill a sphere twice as big as normal for the duration. The darkness spreads around corners. Non-magical light, as well as light created by concoctions or spells using equal or less catalysts or mana, can’t illuminate the area.
1 hour/catalyst
As an action, you can create this bomb. As an action, a creature can throw this bomb at a point within 5 meters, where it explodes on impact. Smoke spreads to fill a sphere twice as big as normal for the duration. The smoke spreads around corners. A creature with darkvision can’t see through this smoke. Non-magical light, as well as light created by spells of using equal or less energy, can’t illuminate the area.
3 hours/catalyst
As two actions, you can create a vial of cold, oily liquid. A creature can drink the contents as an action to gain the ability to see in the dark. For the duration, the creature has darkvision out to a range of 10 meters. If it already has darkvision, its range increases by 10 meters.
3 hours/catalyst
As two actions, you can create a vial of cold, oily liquid. A creature can drink the contents as an action to gain the ability to see in bright areas and suppress the effects of any Sunlight Sensitivity species trait for the duration.
Shadow maneuvers
As an action, you can use Stealth without using an action. Additionally, before the end of your next turn, you can add the stamina die to an attack’s damage (add half on a miss by 4 or less) if you have advantage on the attack, or if the creature is within 1 meter of an enemy of the creature that isn’t incapacitated and you don’t have disadvantage on the attack.
Enhance
You can increase the damage for each additional stamina die expended.
As an action, make a weapon attack as you strike a sensitive area.
On a hit, add the stamina die to the attack’s damage and the creature must succeed on a Fortitude saving throw or it is blinded until the end of its next turn.
On a critical hit, add twice as much damage.
On a miss by 4 or less, add half as much damage.
Enhance
You can increase the damage for each additional stamina die expended.
You can expend 2 additional stamina die so the creature is blinded for 1 minute/stamina die. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
As a reaction, which you use when an enemy within 5 meters moves away from you, you can move up to half your speed toward the creature’s position. This movement doesn’t provoke opportunity attacks.
Gag
As an action, make a melee weapon attack to render the creature unable to speak.
On a hit, add one stamina die to the attack’s damage and the creature must succeed on a Fortitude saving throw or it can’t speak until the end of its next turn.
On a critical hit, add twice as much damage.
On a miss by 4 or less, add half as much damage.
Enhance
You can increase the damage for each additional stamina die expended.
Shadow spells
As an action, you obscure the senses of a creature that you can touch or see within 5 meters. The creature must make a Fortitude saving throw.
On a failure, it takes 1d6 psychic damage and has disadvantage on the next attack it makes before the end of its next turn.
On a critical failure, it takes twice as much damage.
On a success, it takes half as much damage.
On a critical success, it takes no damage.
At higher levels
This spell’s damage increases by 1d6 when you reach 9th level (2d6) and 17th level (3d6).
1 hour
As an action, you can manipulate the shadow of a creature that you can touch or see within 20 meters. You can cause the shadow to act out simple actions independent of its owner, move it up to 5 meters away from its owner, or alter its shape to be one size larger or smaller than its own.
You can manipulate only one shadow at a time. If the source of the shadow moves, the shadow mirrors its movements, but remains under your control while within 20 meters of you.
When you cast this spell, or as an action on a later turn, you can cause the shadow to turn violent if the creature is within 10 meters of you. You instill the shadow with a maddening hunger for its owner’s life. Make a melee spell attack against the target.
On a hit, it takes 1d10 necrotic damage.
On a critical hit, it takes twice as much damage.
On a miss by 4 or less, it takes half as much damage.
After causing the shadow to turn violent the spell ends.
At higher levels
This spell’s damage increases by 1d10 when you reach 9th level (2d10) and 17th level (3d10).
1 minute
As an action, you can decrease the amount of light emitted in a 1-meter radius within 5 meters. You can decrease the light level by one step (from bright light to dim light, dim light to no light).
The change in illumination can be gradual (taking as long as 1 minute) or sudden (occurring immediately when you cast this spell). You can alter the level of illumination from its original level at any time during the spell’s duration as an action.
You can gloom up to three areas at a time and dismiss a gloom on your turn (no action required).
When you cast this spell, or as an action on a later turn, you can cause a gloomed area to engulf a creature within 1 meter of the gloom. The creature must make a Fortitude saving throw.
On a failure, it takes 1d6 necrotic damage and has disadvantage on the next attack it makes before the end of its next turn.
On a critical failure, it takes twice as much damage.
On a success, it takes half as much damage.
On a critical success, it takes no damage.
After the gloom engulfs, the gloomed area ends.
At higher levels
This spell’s damage increases by 1d6 when you reach 9th level (2d6) and 17th level (3d6).
5 minutes
As an action, you weave together threads of shadow to create a blade of solidified gloom in your free hand which lasts for the duration. You create the blade as a magical dagger, katar, sai, sickle, greatsword, kama, kukri, longsword, scimitar, or shortsword.
The spell ends if you dismiss it on your turn (no action required), if you cast it again, or if you end your turn without the blade in your hand.
At higher levels
When you reach 9th level, you can make an attack with the blade as part of the same action to create it.
1 minute/mana
As an action, you wrap yourself in a mantle of shadow. For the duration, any creature has disadvantage on attacks made against you. An attacker is immune to this effect if it doesn’t rely on sight, as with blindsight, or can see through darkness.
Augment
You can expend 1 additional mana to cast the spell as a reaction, which you use when you are hit by an attack or missed by 4 or less. The attacker must make an additional roll and use the worst result and the duration changes to the end of your next turn.
concentration, 1 hour/mana
As an action, darkness spreads from a point within 20 meters to fill a sphere twice as big as normal for the duration. The darkness spreads around corners.
If the point is on an object you are holding or one that isn’t being worn or carried, the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness.
If any of this spell’s area overlaps with an area of light created by a spell using equal or less mana, the spell that created the light is dispelled. Non-magical light, as well as light created by concoctions or spells using equal or less catalysts or mana, can’t illuminate the area.
At the start of each of your turns if the darkness is within 20 meters of you, you can cause it to move up to 2 meters in a direction that you choose. If you spend an action, you can move it up to 10 meters.
Augment
You can expend 1 additional mana so the darkness is magical. A creature with darkvision can’t see through this darkness.
Maddening Darkness. You can expend 1 additional mana and cast the spell as two actions so the darkness is a gateway to the dark between the stars, a region infested with unknown horrors. The sphere is now sized based on the mana expended and the duration changes to 5 minutes/mana, concentration. Shrieks, gibbering, and mad laughter can be heard within the sphere. Whenever a creature enters the spell’s area for the first time on a turn or starts its turn there, it must make a Will saving throw. On a failure, it is confused until the start of its next turn.
Hungering Darkness. You can expend 1 additional mana and cast the spell as two actions so the darkness is a gateway to the dark between the stars, a region infested with unknown horrors. The sphere is now sized based on the mana expended and the duration changes to 5 minutes/mana, concentration. This void is filled with a cacophony of soft whispers and slurping noises that can be heard up to 5 meters away. No light, magical or otherwise, can illuminate the darkness, and creatures fully within the area are blinded. Whenever a creature enters the spell’s area for the first time on a turn or starts its turn there, it must make a Reflex saving throw, taking 1d6 cold damage on a failed save as milky, otherworldly tentacles rub against it, or half as much damage on a successful one. You can increase the damage by 1d6 for every two additional mana expended.
concentration, 1 minute/mana
As an action, you pierce a creature that you can touch or see within 10 meters to the core with shadow for the duration. At the start of each of its turns for the duration, the creature must make a Fortitude saving throw.
On a failure, it takes 3d6 necrotic damage and rolls a d6.
On a roll of 1–2, the shadow spreads to the legs. It is immobilized until the start of its next turn.
On a roll of 3–4, the shadow spreads to the arms so the creature has disadvantage on attacks until the start of its next turn.
On a roll of 5–6, the shadow spreads to the head so the creature is blinded until the start of its next turn.
On a critical failure, it takes twice as much damage.
On a success, it takes half as much damage and and the effect ends.
On a critical success, it takes no damage and the effect ends.
Augment
You can increase the damage by 4d6 for each additional mana expended.
concentration, 1 minute/mana
As an action, the eyes or ears of a creature that you can touch or see within 10 meters are engulfed in shadow. The creature must make a Fortitude saving throw.
On a failure, it takes 2d6 necrotic damage and is blinded or deafened (your choice) for the duration.
On a critical failure, it takes twice as much damage.
On a success, it takes half as much damage.
On a critical success, it takes no damage.
The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Augment
You can increase the damage by 4d6 for each additional mana expended.
concentration, 1 minute/mana
As an action, make a weapon attack.
On a hit, add 1d6 + your spellcasting ability necrotic damage to the attack’s damage roll and the creature must succeed on a Fortitude saving throw or its eyes or ears are engulfed in shadow as it is either blinded or deafened (your choice) for the duration.
On a critical hit, add twice as much damage.
On a miss by 4 or less, add half as much damage.
The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Augment
You can increase the damage by 3d6 for each additional mana expended.
1 hour/mana
As an action, a veil of shadows and silence covers you, masking you from detection. For the duration, you have advantage on Stealth checks and can’t be tracked except by magical means. A creature that receives this bonus leaves behind no tracks or other traces of its passage.
Augment
You can expend 1 additional mana so each creature you choose within 5 meters of you (including you) has advantage on Stealth checks and can’t be tracked except by magical means.
concentration, 1 minute/mana
As an action, you anchor the shadow of a creature that you can touch or see within 10 meters to its current location. The creature must make a Reflex saving throw.
On a failure, it moves at half speed and takes 2d4 slashing damage for every meter it travels as it tears itself free of its shadow.
A creature anchored by its shadow can use an action to make a Brawn or Nimbleness check (its choice) against your spell save Difficulty.
On a success, the creature is freed.
When you cast the spell—and once on on each of your turns thereafter as an action—you can cause the shadow to pull an anchored creature, tearing its flesh. The creature must make a Reflex saving throw.
On a failure, it takes 1d6 slashing damage and if it is Medium or smaller it is pulled up to 2 meters toward the shadow.
On a success, it takes half as much damage.
Augment
You can increase the damage from moving by 1d4, the damage from being pulled by 4d6, and affect a creature of a larger size for each additional mana expended.
You can target one additional creature for each additional mana expended. The creatures must be within 5 meters of each other when you target them.
As an action, when you are in dim light or darkness, you can step from one shadow into another. You teleport up to 20 meters to an unoccupied space you can see that is also in dim light or darkness.
You can bring along objects you are touching that aren’t worn or carried by another creature as long as their weight doesn’t exceed what you can carry.
If you teleport 5 meters or less, you can use Stealth without using an action or make a weapon attack.
On a hit, add 1d8 + your spellcasting ability to the attack’s damage roll.
On a critical hit, add twice as much damage.
On a miss by 4 or less, add half as much damage.
Augment
You can teleport an additional 100 meters for each additional mana expended.
You can increase the damage by 3d8 for each additional mana expended.
There and Back Again. You can expend 1 additional mana at the end of your turn to teleport back to the spot you occupied before teleporting, unless it is now occupied or on a different plane of existence.
Continuous Shadow Jaunt. You can expend 2 additional mana to change the duration to 1 minute/mana and on each of your turns before the spell ends, you can use an action to teleport in this way again.
As an action, shadowy tendrils erupt from you, battering creatures. Each creature other than you in a sphere centered on you must make a Reflex saving throw.
On a failure, it takes 4d4 necrotic damage, moves at half speed, and can’t take reactions until the end of its next turn.
On a critical failure, it takes twice as much damage.
On a success, it takes half as much damage.
On a critical success, it takes no damage.
Additionally, until the end of your next turn, any bright light in the area is reduced to dim light.
Augment
You can increase the damage by 3d4 for each additional mana expended.
You can expend 1 additional mana so the shadowy tendrils continuously batter creatures around you. The duration changes to 1 minute/mana, concentration and the tendrils erupt around you in an aura shaped as a sphere. Until the spell ends, the aura moves with you, centered on you.
Whenever a creature enters the area for the first time on a turn or starts its turn there, it must make the Reflex saving throw. The damage is reduced to 1d4 and additional augments to the damage increase the damage by 1d4 for each additional mana expended, instead of the normal increase.
Shrouding Shadow. You can expend 1 additional mana if the tendrils continuously batter creatures around you so you and your allies in the aura are draped in deeper shadow. Creatures that rely on sight have disadvantage on attacks made against creatures draped in this shadow.
As a reaction, which you use when a creature that you can touch or see within 10 meters of you attacks you or another creature, you can cause shadows to mask the attacked figure. You impose disadvantage on the roll. An attacker that can’t be blinded is immune to this feature.
Augment
You can expend 1 additional mana so attacks rolls against the target creature have disadvantage until the start of its next turn.
As a reaction, which you use when you are hit by an attack or missed by 4 or less or taking necrotic damage, you absorb some of the incoming energy as shadowy tendrils erupt from your body. Until the start of your next turn you have resistance to necrotic damage and the shadows turn dim light within 2 meters of you into darkness, and bright light in the same area to dim light. If the creature who damaged you is within 10 meters, it must make a Reflex saving throw.
On a failure, it takes 2d10 necrotic damage and is pushed or pulled 2 meters away from you or toward you if it is Medium or smaller.
On a critical failure, it takes twice as much damage and is pushed or pulled 4 meters away from you or toward you if it is Medium or smaller.
On a success, it takes half as much damage.
On a critical success, it takes no damage.
Augment
You can increase the damage by 2d10 and affect a creature of a larger size for each additional mana expended.
(ritual); concentration, 1 minute/mana
As an action, no sound can pass through a sphere that surrounds you. Until the spell ends, the sphere moves with you, centered on you.
Any creature or object entirely inside the sphere is immune to concussion damage that originates outside the sphere.
Casting this spell on the same spot every day for a year makes this effect permanent on that spot.
Augment
You can expend 1 additional mana so no sound can be created within the sphere. Any creature or object entirely inside the sphere is immune to concussion damage, creatures are deafened while entirely inside the sphere, and casting a spell that requires words to be spoken is impossible inside the sphere.
You can expend 1 additional mana to cast the spell centered on a point within 20 meters.
You can expend 1 additional mana to change the duration to 5 minutes/mana.
concentration, 5 minutes/mana
As an action, a weapon you touch becomes sheathed in shadow. For the duration, the weapon turns bright light within 4 meters of you into dim light and dim light into darkness and deals an extra 1d4 necrotic damage.
Alternatively, you can touch a quiver containing arrows or bolts, granting the ammunition pulled from it the same effect. The spell’s magic ends on a piece of ammunition when it hits or misses.
Augment
You can increase the damage by 1d4 for each additional mana expended.
You can expend 1 additional mana to cause an additional weapon you touch to become sheathed in shadow.
(ritual); 1 hour/mana
As an action, you create a mindless, shapeless, Medium shadow that performs simple tasks at your command until the spell ends. The servant springs into existence in an unoccupied space on the ground within 10 meters. It has 10 Defense, 1 health, and a Strength of −4, and it can’t attack. If it drops to 0 health, the spell ends.
Once on each of your turns as an action, you can mentally command the servant to move up to 3 meters and interact with an object. The servant can perform simple tasks that a human servant could do, such as fetching things, cleaning, mending, folding clothes, lighting fires, serving food, and pouring wine. Once you give the command, the servant performs the task to the best of its ability until it completes the task, then waits for your next command.
If you command the servant to perform a task that would move it more than 10 meters away from you, the spell ends.
concentration, 5 minutes/mana
As two actions, you call forth a Shadow, Shadow Mastiff, or Specter to appear in an unoccupied space of dim light or darkness you can see within 20 meters. The creature has no mana or stamina dice, but you can infuse it with mana, ki, or stamina dice by expending mana up to your mana limit or ki up to double your mana limit. For each mana or 2 ki you expend, the creature gains 1 mana or 2 stamina dice. The creature is friendly to you and your companions and disappears when it drops to 0 health or when the spell ends.
When it attacks, make a melee spell attack in place of its attack, but retain the damage and other effects.
If you call forth a Shadow it does not reduce a target’s Strength.
Any creature you animated with this spell acts after your turn. You can mentally command the creature if it is within 20 meters of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). The creature(s) will generally follow any specific verbal commands that you issue to them if the likely outcome is in accordance with its desires (no action required by you). For example you may command it to guard a particular chamber or corridor, explore the room ahead, or to attack a specific creature. If you don't issue any commands, they defend themselves from hostile creatures, but otherwise take no actions.
Augment
You can expend one additional mana to call forth another Shadow or Shadow Mastiff.
You can expend 1 additional mana to call a Shadow Mastiff Alpha or Wraith. If you call forth a Wraith it does not reduce a target’s maximum health. You can call one additional creature for every two additional mana expended.
3 hours/mana
As two actions, you touch a willing creature to grant it the ability to see in the dark. For the duration, that creature has darkvision out to a range of 10 meters. If it already has darkvision, its range increases by 10 meters.
Augment
You can target one additional creature for each additional mana expended. The creatures must be within 5 meters of each other when you target them.
1 minute/mana
As two actions, a tendril of inky darkness reaches out from you. When you cast the spell—and once on on each of your turns thereafter as an action—the tendril can touch a creature that you can touch or see within 10 meters to drain life from it. The creature must make a Reflex saving throw. If the creature is a construct or an undead, the spell has no effect on it.
On a failure, it takes 2d10 necrotic damage.
On a critical failure, it takes twice as much damage.
On a success, it takes half as much damage.
On a critical success, it takes no damage.
You regain health equal to half the amount of necrotic damage dealt.
Augment
You can increase the damage by 1d10 for each additional mana expended.
3 hours/mana
As two actions, you touch a willing creature to grant it the ability to see in bright areas and suppress the effects of any Sunlight Sensitivity species trait for the duration.
Augment
You can target one additional creature for each additional mana expended. The creatures must be within 5 meters of each other when you target them.
concentration, 1 hour/mana
As a reaction, which you use when a creature dies within 5 meters of you, you can magically capture its shadow. You retain this shadow until you use it or you finish a long rest.
You can use the shadow as an action to adopt the creature’s persona. When you do so, the shadow vanishes, magically transforming into a disguise that appears on you. You now look like the dead person, but healthy and alive. This disguise lasts for the duration or until you end it on your turn.
While you’re in the disguise, you gain access to all information that the creature would freely share with a casual acquaintance. Such information includes general details on its background and personal life, but doesn’t include secrets. The information is enough that you can pass yourself off as the person by drawing on its memories.
Another creature can see through this disguise by succeeding on a Insight check contested by your passive Deception.
concentration, 1 hour/mana
As two actions, you, along with everything you’re wearing and carrying, are subsumed by shadow for the duration. The spell ends if you drop to 0 health.
While in this form, the following rules apply:
- your shape generally conforms to your normal shape
- your speed is halved
- you can enter and occupy the space of another creature
- you have resistance to nonmagical damage
- you have advantage on Reflex and Fortitude saving throws
- you can move through a space as narrow as 2 centimeters wide without squeezing, though you treat liquids as though they were solid surfaces.
- you can’t talk, manipulate objects, attack, use maneuvers, or cast spells. Any objects you were carrying or holding can’t be dropped, used, or otherwise interacted with.
Augment
You can target two additional creatures for each additional mana expended. The creatures must be within 5 meters of each other when you target them.
You can expend 1 additional mana to gain the following benefits while in shadow form:
Shadow Walk. You can expend 1 additional mana to cast this spell without concentration and to move on the edge between the Material Plane and the Shadowfell. You gain a flying speed of 100 meters.
If you are in shadow form and flying when the effect ends, you descends 10 meters per round for 1 minute until you land, which you do safely. If you can’t land after 1 minute, you fall the remaining distance.
Because of the blurring of reality between the Shadowfell and the Material Plane, you can’t make out details of the terrain or areas you pass over during transit, nor can you predict perfectly where your travel will end. It’s impossible to judge distances accurately.
You can target five additional creatures for each additional mana expended. The creatures must be within 5 meters of each other when you target them.
As you spend 1 minute to cast this spell, you pull wisps of shadow material from the Shadowfell to create a nonliving object of vegetable matter within 5 meters: soft goods, rope, wood, or something similar. You can also use this spell to create mineral objects such as stone, crystal, or metal. The object created must be no larger than a 1-meter cube, and the object must be of a form and material that you have seen before.
The duration depends on the object’s material. If the object is composed of multiple materials, use the shortest duration.
Material | Duration |
---|---|
Vegetable matter | 1 day |
Stone or crystal | 12 hours |
Precious metals | 1 hour |
Gems | 10 minutes |
Adamantine or mithral | 1 minute |
Using any material created by this spell as another spell’s component causes that spell to fail.
Augment
You can increase the cube by 1 meter for each additional mana expended.
concentration, 1 minute/mana
As two actions, squirming, ebony tentacles fill a sphere on the ground that you can see within 20 meters. For the duration, these tentacles turn the ground in the area into difficult terrain.
A creature that enters the spell’s area for the first time on a turn or starts its turn there must make a Reflex saving throw. A creature that starts its turn in the area and is already restrained by the tentacles takes 2d6 bludgeoning damage.
On a failure, it takes 1d6 bludgeoning damage and is restrained for the duration.
On a critical failure, it takes twice as much damage.
On a success, it takes half as much damage.
On a critical success, it takes no damage.
At the start of each of your turns if the tentacles are within 20 meters of you, you can cause them to move up to 2 meters in a direction that you choose. If you spend an action, you can move them up to 10 meters.
A creature restrained by the tentacles, or one that can touch the creature, can use an action to make a Brawn or Nimbleness check (its choice) against your spell save Difficulty.
On a success, the target is freed.
When the spell ends, the tentacles wither away.
Augment
You can increase the damage by 1d6 for each additional mana expended.
Augment sizes
1 catalyst/stamina die/mana | 2 catalysts/stamina dice/mana | 3 catalysts/stamina dice/mana | 4 catalysts/stamina dice/mana | 5 catalysts/stamina dice/mana | |
---|---|---|---|---|---|
Cone | 3 meters long | 5 meters long | 10 meters long | 10 meters long | 20 meters long |
Cylinder | 1-meter-radius, 3 meters high | 2-meter-radius, 6 meters high | 3-meter-radius, 9 meters high | 4-meter-radius, 12 meters high | 5-meter-radius, 15 meters high |
Line | 5 meters long, 1-meter wide | 5 meters long, 2-meter wide | 10 meters long, 2-meter wide | 10 meters long, 2-meter wide | 20 meters long, 2-meter wide |
Sphere | 1-meter-radius | 2-meter-radius | 3-meter-radius | 4-meter-radius | 5-meter-radius |
Wall | 5 meters long, 2 meters high, 1 meter thick | 5 meters long, 4 meters high, 1 meter thick | 10 meters long, 6 meters high, 1 meter thick | 10 meters long, 8 meters high, 1 meter thick | 20 meters long, 10 meters high, 1 meter thick |