You pull forth the essence of your soul to create a blade of hardened shadow or light. This magic blade lasts until the spell ends. It counts as a simple melee weapon with which you are proficient. The caster chooses at the time of casting if the spell creates a blade of shadow or light. If the blade is shadow, the user has advantage on attacks made in dim light or darkness. If the blade is light, sheds bright light in a 20-foot radius and dim light for an additional 20 feet.
The Soul Sabre's damage type based on the casters alignment. A good aligned creature's blade deals radiant damage, an evil aligned creature's blade deals necrotic damage, and a neutral (on the good/evil axis) aligned creature's blade deals psychic damage. On a successful hit it deals 2d8 + spell casting modifier, as well as an additional 1d8 for every step away from the users alignment the attacked creature is on the good/evil axis. If the attacked creature has the same alignment as the caster on the good/evil axis, the user has disadvantage on the attack, and the attacked creature has resistance to the damage.
It has the finesse, light, and thrown properties (range 20/60, the shadow/light blade is thrown, but the user doesn't have to throw the material component to do so).
If you drop the weapon or throw the blade, the blade dissipates at the end of the turn, the caster may also dismiss the blade at any time as a bonus action without ending the spell. Thereafter, while the spell persists, you can use a bonus action to cause the blade to reappear, granted that you have the hilt in your hand.
At Higher Levels. When you cast this spell at the 5th level or 6th level the damage is increased by 1d8, at the 7th or 8th level the damaged is increased by 2d8. When you cast this spell at the 9th level the damage is increased by 3d8, the duration of the spell becomes 24 hours, and the thrown range increases to (30/120).
* - (An ivory and obsidian sword hilt worth 1000 gp)
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