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


                   iii? killl‘lt' 3 I *11"i_l.i_.‘~é

                                                                                                                          Lr
                        .u—.  w'—.
   160   161   162   163   164   165   166   167   168   169   170