You summon forth the power of a chosen element to form a blade in one hand. This magic blade lasts until the spell ends. It counts as a simple melee weapon with which you are proficient and has the Finesse and Light property. The weapon has one of the following properties depending on the element chosen:
Fire: The blade is surrounded by intensely hot flames. It deals 1d8 fire damage and sheds dim light in a 30-foot radius. The fire can ignite any flammable objects that aren't being worn or carried.
Water: The blade is sheathed in freezing cold water. It deals 1d8 cold damage and causes the target's speed to be reduced by 5ft until your next turn.
Air: The blade is composed of a narrow vortex of air. It deals 1d8 slashing damage and has a reach of 10ft.
Lightning: The blade appears as a bolt of lightning. It deals 1d8 lightning damage and sheds dim light in a 15-foot radius. You have advantage on the attack if the target is wearing armor made of metal.
Thunder: The blade is nearly invisible to the naked eye and rumbles with the sound of thunder. It deals 1d8 thunder damage and the target must make a Constitution saving throw against your spell save DC. On a failed save, a creature is pushed 5 feet away from you.
At Higher Levels. When you cast this spell using a 3rd- or 4th-level spell slot, the damage increases to 2d8. When you cast it using a 5th- or 6th-level spell slot, the damage increases to 3d8. When you cast it using a spell slot of 7th level or higher, the damage increases to 4d8.
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Posted Sep 19, 2021Needs and Earth Element that creates a club like or gravity based bludgeoning damage.
Possibly more elements can be utilised at the spell slot used gets higher.
Element of negative energy - like entropy?
Element of astral energy - can be used on non-corporeal enemies?
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Posted Sep 19, 2021Great ideas!
Possibilities:
Earth weapon has a chance to knock the enemy prone (Dex save against DC) + bludgeoning damage.
Gravity weapon returns to you after being thrown + piercing damage (I would do reduce speed but that is already under water blade).
For negative energy, I don't want to do Shadowblade as that is already a spell... Maybe Necrotic/Death/Doom blade? Reduce maximum hitpoints on failed save (Con save against DC) + necrotic damage?
Astral blade would be really cool - I like the idea of hitting non-corporeal. Maybe force damage? Or ethereal blade, since I think often non-corporeal is often just the creature shifting to the ethereal plane (like Ghosts). The only issue is most players aren't able to see into the ethereal realm, so they'd have disadvantage due to lack of sight...
I'll keep brain-storming, let me know your thoughts.
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Posted Sep 24, 2021In my game world I only let the caster use basic Fire/Water/Air/Earth versions of the spell at 1st level. With all doing 1d8 damage in the form of burning/chilling/slashing/bludgeoning damage respectively.
For scaling up use at higher level spell slots I allow more damage as per the spell description. I also allow more esoteric "elements" to be used but I don't really vary the effect as I find it makes the spell too complicated.
Also In my game world I don't have any problem with one spell being strictly better than another spell. I have a high magic environment I figure it is only natural that weaker versions of the spell exist within the world. Some casters only learn to be able to make the fire blade etc...