/
/
must s ucceed on a Constitution saving throw or become
blinded until the end of your next turn.
Smoke. Thic k black s moke spreads o ut from the tar-
get in a 20 -foot radfos, moving around corners. The area
of the smoke is heavily obscured. The smoke persists fo r
1 minute or until a strong wind disperses it.
SCATTER
6th -level conjuration
Casting Time: 1 action
Range: 30 feet
Components: V
Duration: Instantaneous
The air quivers around up to five c reatures of your
choice that you can see within range. An unwilling crea-
ture must s ucceed on a Wisdom saving throw to resist
this spell. You teleport each affected target to a n unoccu-
pied space tha t you can see within 120 feet of you. That
space must be on the ground or on a floor.
SHADOW BLA D E
2 nd-level illusion
Casting Time: 1 bonus acti on
Range: Self
Components: V, S
Duration: Concentration, up to 1 minute
You weave togethe r threads of s hadow to c reate a sword
of solidified gloom in your ha nd. This magic sword lasts
until the spell ends. I t counts as a simple me lee weapon
with which you a re proficient. It deals 2d8 psychic
d a mage on a hit and bas the finesse, light, and thrown
properties (r ange 20 / 6 0). In addition, w he n 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
e nd 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. Whe n you cast this spell using a
3rd-or 4th-level spell s lot, the damage increases to 3d8.
When you cast it using a 5th-or 6th-level spell s lot, the
damage increases to 4 d8. When you cast it using a spell
s lo t of 7th level or hig her, the damage increases to 5d8.
SHADOW OF MOIL
4th-level necromancy
Casting Time: 1 action
Range: Self
Components: V, S, M (an undead eyeball e ncased in a
gem worth at least 150 gp)
Duration: Concentration, up to 1 minute
Flame-like s hadows wreathe your body until the s pell
ends, caus ing you to become heavily obscured to othe rs.
The sha dows turn dim light within 10 feet of you into
d arkness, and bright light in the same a rea to dim light.
Until the s pell ends , you have resistance to ra dia n t
damage. In a ddition , whenever a creature within 10 feet
of you hits you with an attack , the s hadows lash out at
that c reature, dealing it 2d8 necrotic damage.
SHAPE WATER
Transmutation cantrip
Casting Time: 1 action
Range: 3 0 feet
Components: S
Duration: Instanta neous or 1 hour (see below)
You choose an a rea of water that you can see within
ra nge a nd that fits within a 5-foot cube. You m a nipulate
it in one of the following ways:
- You instantaneously move or otherwise change the
flow of the water as you direct, up to 5 feet in any di-
rection. This movement doesn't have e noug h force to
cause d a m age. - You cause the water to form into simple s hapes
a nd animate a t your direction. This c ha nge lasts
for 1 hour. - You change the water's color or opacity. T he water
mus t be changed in the same way throughout. This
cha n ge lasts for 1 hour. - You freeze the water, provided that the re are no crea-
tures in it. T he water unfreezes in 1 hour.
If you cast this spell multiple ti mes, you can have no
mor e than two of its non-instanta neous effects active at
a time, a nd you can dismiss such a n effect as a n action.
SICKENING RADIANCE
4th-level evocation
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Concentration, up to 10 minutes