Malicious Shadow
Your patron warps the target's shadow into a deadly form, such as strangling hands, a dangerous weapon, harrying runes, or the like. The shadow moves along with the target, always remaining within reach. When you Cast the Spell, and each time you Sustain it, the shadow Strikes the target. The shadow's Strikes are melee spell attacks that deal 2d10 damage. You choose the type of damage (bludgeoning, piercing, or slashing) when you Cast the Spell. The shadow uses and contributes to your multiple attack penalty. The shadow doesn't take up space, grant flanking, or have any other attributes a creature would. The shadow can't make any attacks other than its Strike.
The shadow vanishes if the target ceases to cast a shadow (usually if it moves into complete darkness or light). If another effect is controlling the target's shadow when you cast malicious shadow , you can attempt to counteract that effect to temporarily take control of the shadow for malicious shadow 's duration.
Heightened (+2) The Strike damage increases by 1d10.
Traits
An ability with this trait involves an attack. For each attack you make beyond the first on your turn, you take a multiple attack penalty.
An action with this trait requires a degree of mental concentration and discipline.
Focus spells are a special type of spell attained directly from a branch of study, from a deity, or from another specific source. You can learn focus spells only through special class features or feats, rather than choosing them from a spell list. Furthermore, you cast focus spells using a special pool of Focus Points—you can't prepare a focus spell in a spell slot or use your spell slots to cast focus spells; similarly, you can't spend your Focus Points to cast spells that aren't focus spells.
A hex is a spell caused by your patron's direct attention and intervention. Your patron does not take well to being disturbed repeatedly, so you can cast only one spell that has the hex trait each turn; attempts to use a second automatically fail and usually cause your familiar to hiss in displeasure as your patron rejects your call.
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can't perform actions with this trait. Manipulate actions often trigger reactions.
This magic involves shadows or the energy of the Netherworld.
This indicates abilities from the witch class.