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properties (range 20/60). In addition, when you use the
                                                                  sword to attack a target that is in dim light or darkness,
                                                                  you ma ke the attack roll with advantage.
                                                                   If you drop the weapon or throw it, it dissipates at the
                                                                  end of the turn. Thereafter, while the spell persists, you
                                                                  can use a bonus action to cause the sword to reappear
                                                                  in your band.
                                                                   At Higher Levels. When you cast this spell using a
                                                                  3rd- or 4th-level spell slot, the damage increases to 3d8.
                                                                  When you cast it using a 5th- or 6th-level spell slot, the
                                                                  damage increases to 4d8. When you cast it using a spell
                                                                  slot of 7th level or higher, the damage increases to 5d8.
                                                                  SHADOW OF MOIL
                                                                  4th-level necromancy
                                                                  Casting Time: 1 action
                                                                  Range: Self
                                                                  Components: V, S, M (an undead eyeball encased in a
 /                                                                Duration: Concentration, up to 1 minute
                                                                   gem worth at least 150 gp)

                                                                  Flame-like shadows wreathe your body until the spell
                                                                  ends, causing you to become heavily obscured to others.
 /                                                               darkness, and bright light in the same a rea to dim light.
                                                                 The shadows turn dim light within 10 feet of you into
                                                                   Until the spell ends, you have resistance to radiant
                                                                 damage. In addition, whenever a creature within 10 feet
                                                                 of you hits you with an attack, the shadows lash out at
                                                                  that creature, dealing it 2d8 necrotic damage.

                                                                  SHAPE WATER
            must s ucceed on a Constitution saving throw or become
                                                                  Transmutation cantrip
            blinded until the end of your next turn.
                                                                 Casting Time: 1 action
              Smoke. Thick black smoke spreads out from the tar-
                                                                  Range: 30 feet
            get in a 20-foot radfos, moving around corners. The area
                                                                 Components: S
            of the smoke is  heavily obscured. The smoke persists for
                                                                 Duration: Instantaneous or 1 hour (see below)
            1 minute or until a strong wind disperses it.
                                                                 You choose an a rea of water that you can see within
            SCATTER                                               range and that fits within a 5-foot cube. You manipulate
            6th-level conjuration                                it in one of the following ways:
            Casting Time: 1 action                               •  You  instantaneously move or otherwise change the
            Range: 30 feet                                         flow of the water as you direct, up to 5 feet in any di-
            Components: V
                                                                   rection. This movement doesn't have enough force to
            Duration: Instantaneous                                cause damage.
            The air quivers around up to five creatures of your   •  You cause the water to form into simple shapes
            choice that you can see within range. An unwilling crea-  a nd animate at your direction. This cha nge lasts
            ture must s ucceed on a Wisdom saving throw to resist   for 1 hour.
            this spell. You teleport each affected target to an unoccu-  •  You change the water's color or opacity. The water
            pied space that you can see within 120 feet of you. That   must be changed in the same way throughout. This
            space must be on the ground or on a floor.             change lasts for 1 hour.
                                                                 •  You freeze the water, provided that there are no crea-
            SHADOW BLA DE                                          tures in it. The water unfreezes in 1 hour.
            2nd-level illusion
                                                                 If you cast this spell multiple times, you can have no
            Casting Time: 1 bonus action                         more than two of its non-instantaneous effects active at
            Range: Self                                          a time, a nd you can dismiss such a n effect as an action.
            Components: V, S
            Duration: Concentration, up to 1 minute              SICKENING RADIANCE
                                                                 4th-level evocation
            You weave together threads of shadow to create a sword
            of solidified gloom in your hand. This magic sword lasts   Casting Time: 1 action
            until the spell ends. It counts as a simple melee weapon   Range: 120 feet
            with which you are proficient. It deals 2d8 psychic   Components: V, S
            damage on a hit and bas the finesse, light, a nd thrown   Duration: Concentration, up to 10 minutes
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