You meld the techniques granted by your knowledge of the arcane with the martial prowess of master warriors to conjure a magical armory. When you cast this spell, select a single simple or martial melee weapon as detailed by the Player's Handbook, or at your DM's discretion, which appears in your hand. Weapons conjured this way have a +1 bonus to attack and damage rolls at base level. The conjured weapon lasts until the spell ends, and you are considered proficient with any weapons conjured this way. Weapons conjured by this spell have the finesse, light, and thrown properties (range 20/60) in addition to any properties the weapon typically has, if applicable.
On a hit, the conjured weapon deals its typical damage (i.e. 1d12 slashing for a greataxe, 2d6 bludgeoning for a maul) plus an additional 3d10 force damage.
After casting this spell, you may use your bonus action to conjure a different weapon in place of your current one. 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 weapon to reappear in your hand.
At Higher Levels. When you cast this spell using 6th or 7th-level spell slot , weapons conjured by the spell have a +2 bonus to attack and damage rolls. When you cast it using a spell slot of 8th level or higher, conjured weapons have a +3 bonus to attack and damage rolls.
* - (a diamond key worth at least 50 gp)
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