Choose one of the following damage types: acid, cold, fire, lightning, thunder, psychic, radiant, or force. You evoke a magical blade made of the chosen energy in your free hand. It counts as a simple melee weapon with which you are proficient. It deals 2d8 of the chosen damage type on a hit and has the finesse, light, and thrown properties (range 20/60). You can use your spellcasting ability instead of Strength or Dexterity for the attack and damage rolls of melee attacks using this weapon
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 weapon has +1 bonus to attack rolls and deals an extra 1d8 of the chosen damage type. When you cast it using a 5th- or 6th-level spell slot, the weapon has +2 bonus to attack rolls and deals an extra 2d8 of the chosen damage type. When you cast it using a spell slot of 7th level or higher, the weapon has +3 bonus to attack rolls and deals an extra 3d8 of the chosen damage type.
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Posted Aug 4, 2026I had been multiclassing my Battle Smith Artificer into Scribes Wizard in an effort to get more or less this effect via Shadow Blade. I got rid of the lighting based advantage and simply made it into a +1 when upcast.
getting rid of concentration was probably unwise from a balance standpoint, but I find it annoying to have to use one of my precious few infusion slots on a mind sharpener just to keep from losing my weapon.