This summons an energy dagger that moves depending on the users hand movements and thoughts.
It does 5d6 force damage per hit. You must roll a dexterity save to dodge it, a successful save against your spellcasting dc will half the spells damage. It lasts six hours but the user may use a free action to cancel it at any time.
It takes a bonus action to move or make an attack with it, and concentration is necessary to keep it up. Once concentration is lost, it disappears. The dagger travels at 30ft plus your spellcasting modifier per round, however, cannot be more than 100 ft away from the caster.
This spell’s damage increases when you reach higher levels. At 12th level, the attack deals an extra 1d6 thunder damage to the target. The damage roll increases again by 1d6 at 15th level and 18th level.* - (A small shard of Blue glass (the actual dagger is this))