Page 165 - Xanathar's Guide To Everything
P. 165
properties (range 20/60). In addition, when you use the
sword to attack a target that is in dim light or darkness,
you make 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 hand.
At Higher Levels. When you cast this spell using a
3rd- or 4th—level spell slot, the damage increases to 3:18.
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 or M011.
4th—1eve] necromancy
Casting Time: 1 action
Range: Self
Components: V, S, M (an undead eyeball encased in a
gem worth at least 150 gp)
Duration: Concentration, up to 1 minute
Flame~like shadows wreathe your body until the spell
ends, causing you to become heavily obscured to others.
The shadows turn dim light within 10 feet of you into
Snanow Btnoe
darkness, and bright light in the same area to dim light.
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 succeed on a Constitution saving throw or become Transmutation canm'p
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 radius, moving around corners. The area Components: 8
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 area of water that you can see within
SCATTER range and that fits within a 5—foot cube. You manipulate
Grit-level conjuratfon 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— and animate at your direction. This change lasts
ture must succeed 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 BLADE tures in it. The water unfreezes in 1 hour.
2nd—leve] 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, and you can dismiss such an effect as an action.
Components: V, 8
Duration: Concentration, up to 1 minute SICKENING RADIANCE
You weave together threads of shadow to create a sword 4th-Ieve1 evocation
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, 8
damage on a hit and has the finesse, light, and thrown Duration: Concentration, up to 10 minutes
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