You brandish the weapon used in the spell's casting and make a melee attack with it against one creature within 5 feet of you. On a hit,the target suffers the weapon attack's normal effects and then becomes sheathed in booming energy until the start of your next turn. If the target willingly moves 5 feet or more before then,the target takes 1d8 thunder damage,and the spell ends.
At Higher Levels. At 5th level,the melee attack deals an extra 1d8 thunder damage to the target on a hit,and the damage the target takes for moving increases to 2d8. Both damage rolls increase by 1d8 at 11th level (2d8 and 3d8) and again at 17th level (3d8 and 4d8).
You fill the air with spinning daggers in a cube 5 feet on each side,centered on a point you choose within range. A creature takes 4d4 slashing damage when it enters the spell's area for the first time on a turn or starts its turn there.
At Higher Levels: when you cast this spell using a spell slot of 3rd level or higher,the damage increases by 2d4 for each slot level above 2nd.
Three illusory duplicates of yourself appear in your space. Until the spell ends,the duplicates move with you and mimic your actions,shifting position so it's impossible to track which image is real. You can use your action to dismiss the illusory duplicates.
Each time a creature targets you with an attack during the spell's duration,roll a d20 to determine whether the attack instead targets one of your duplicates.
If you have three duplicates,you must roll a 6 or higher to change the attack's target to a duplicate. With two duplicates,you must roll an 8 or higher. With one duplicate,you must roll an 11 or higher.
A duplicate's AC equals 10 + your Dexterity modifier. If an attack hits a duplicate,the duplicate is destroyed. A duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects. The spell ends when all three duplicates are destroyed.
A creature is unaffected by this spell if it can't see,if it relies on senses other than sight,such as blindsight,or if it can perceive illusions as false,as with truesight.
Magical darkness spreads from a point you choose within range to fill a 15-foot radius sphere for the duration. The darkness spreads around corners. A creature with darkvision can't see through this darkness,and nonmagical light can't illuminate it.
If the point you choose is on an object you are holding or one that isn't being worn or carried,the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object,such as a bowl or a helm,blocks the darkness.
If any of this spell's area overlaps with an area of light created by a spell of or lower,the spell that created the light is dispelled.