Level
Cantrip
Casting Time
1 Bonus Action
Range/Area
Self
Components
S, M *
Duration
10 Minutes
School
Illusion
Attack/Save
None
Damage/Effect
Psychic (...)

When you learn this cantrip, choose whether you learned it as an illusion or necromancy cantrip. When you cast this cantrip you gain the ability to create weapons formed from shadow and glamour. If you are in dim light or darkness when you cast the spell, you can cast it normally, otherwise you must suffer 1 point of damage as you pull upon your own essence to maintain the spell.

For the duration of the spell, you can cause a magical dagger formed of shadow to appear in your hand whenever you would make a weapon attack or cast a spell that requires a weapon. The dagger has the Finesse, Light, and Thrown (range 30/90) properties and inflicts 1d4 psychic damage (if cast as an illusion spell) or 1d4 necrotic damage (if cast as a necromancy spell) on a hit. The dagger disappears at the end of your turn if it is not within your grasp.

You can use your Spellcasting Ability in place of Strength or Dexterity for attack and damage rolls using the weapons.

As you gain levels you learn to use the shadowy constructs created by this spell in different ways. At 5th-level you learn the version of the cantrip (illusion or necromancy) that you do not already know, and you gain the ability to form thieves’ tools using the cantrip when you would use them. At 11th-level the spell is cast as both an illusion spell and a necromancy spell and the weapons created by the spell inflict 1d4 psychic damage and 1d4 necrotic damage on a hit. At 17th-level you have advantage on attack rolls using the weapons while in dim light or darkness.

Spell is from Arcanum Press' - Arcane Mysteries.

* - (dim light or darkness)

Available For: Sorcerer (Legacy) Warlock (Legacy) Wizard (Legacy) Sorcerer Warlock Wizard Cleric (Legacy) - Twilight Domain Cleric - Twilight Domain (TCoE)

PikaBlotz

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