You bless up to three creatures within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target adds 1d4 to the attack roll or save.
Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 1
You weave together threads of shadow to create a sword of solidified gloom in your hand. This magic sword lasts until the spell ends. It counts as a simple melee weapon with which you are proficient. It deals 2d8 psychic damage on a hit and has the finesse, light, and thrown 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 3d8. 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.
You conjure a flurry of spectral kunai that you summon in a 10ft Cube. Each creature in the area must make a Dexterity saving throw. A creature takes 6d4 piercing damage on a failed save, or half as much damage on a successful one. Any creature that fails the saving throw is also marked with a ghostly image of the shuriken until the end of your next turn, causing it to make Dexterity saving throws with disadvantage. If a creature starts or ends its turn inside the Cube, it must repeat the saving throw.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 2d4 for each slot level above 3rd.