Level
6th
Casting Time
1 Action
Range/Area
Touch
Components
V, S, M *
Duration
Concentration 10 Minutes
School
Conjuration
Attack/Save
None
Damage/Effect
Bludgeoning (...)

You summon planar energies and imbue a nonmagical melee weapon you are holding, transforming it into a magical planar weapon. You may wield the weapon yourself or give it to another creature to wield. If you choose to wield it, you are considered proficient in it. You have +1 to hit with this weapon, and you can treat it as a spellcasting focus, allowing you to cast other spells while wielding it.

The weapon's appearance changes to reflect the energies with which you imbue it, and it gains new properties. When you cast this spell, you may attempt to choose which plane you are drawing your energies from by making a DC 15 Intelligence (Arcana) check. If you have a tuning fork attuned to that plane, such as the fork needed to cast plane shift, you automatically succeed. Otherwise, the plane you draw energy from is determined randomly. When this spell ends, the targeted weapon is destroyed by the raw planar energy it channeled.

Roll a d100 to determine the plane:

1-3 Weapon of Elemental Ice. Drawing energy from the Planes of Air and Water, the weapon becomes coated with jagged, ice crystals. On a successful hit, it inflicts an additional 3d10 cold damage, and the target’s speed is reduced by 10 feet and it has disadvantage on the next weapon attack roll or Dexterity saving throw it makes before the end of its next turn, as ice spreads over the target from the point of impact. If your target is a fire or earth-based elemental, it has disadvantage on attack rolls made against you, and you have advantage on saving throws made against spells and effects the creature causes, until the end of its next turn. Air and water-based elementals have resistance to the damage inflicted by this weapon.

4-6 Weapon of Elemental Magma. Drawing energy from the Planes of Earth and Fire, the weapon turns into lava rock, with cracks revealing the magma underneath. It sheds bright light to 5 feet and dim light for a further 5 feet. On a successful hit, it inflicts an additional 3d10 fire damage and the creature catches fire; until someone takes an action to douse the fire, the creature takes 5 (1d10) fire damage at the start of each of its turns. If your target is an air or water-based elemental, it has disadvantage on attack rolls made against you, and you have advantage on saving throws made against spells and effects the creature causes, until the end of its next turn. Earth and fire-based elementals have resistance to the damage inflicted by this weapon.

7-9 Weapon of Elemental Ooze. Drawing energy from the Planes of Earth and Water; the weapon drips with foul-smelling, greenish-brown mud. On a successful hit, it inflicts an additional 3d10 acid damage and the target has disadvantage on Dexterity attack rolls and ability checks, and is poisoned until the end of its next turn, as the weapon covers the target in slime and muck. If your target is an air or fire-based elemental, it has disadvantage on attack rolls made against you, and you have advantage on saving throws made against spells and effects the creature causes, until the end of its next turn. Earth and water-based elementals have resistance to the damage inflicted by this weapon.

10-12 Weapon of Elemental Smoke. Drawing energy from the Planes of Air and Fire, the weapon is shrouded with thick, cloying smoke to a radius of 5 feet. You are considered to be heavily obscured by the smoke, although it doesn’t hinder your vision. On a successful hit, it inflicts an additional 3d10 poison damage and the target spends its next action wheezing and choking. If your target is an earth or water-based elemental, it has disadvantage on attack rolls made against you, and you have advantage on saving throws made against spells and effects the creature causes, until the end of its next turn. Air and fire-based elementals have resistance to the damage inflicted by this weapon.

13-15 Weapon of Elemental Lightning. Drawing energy from the Plane of Air and the Positive Plane, the weapon crackles with sparks of multicolored electricity, and emits resounding thunderclap. It sheds bright light to 5 feet and dim light for an additional 5 feet. On a successful hit, it inflicts an additional 3d10 lightning damage and is deafened until the end of its next turn. If the target is wearing metal armor, it instead inflicts 4d10 lightning damage. Air-based elementals have resistance to the damage inflicted by this weapon.

16-18 Weapon of Elemental Mineral. Drawing energy from Plane of Earth and the Positive Plane, the weapon becomes encrusted with jagged crystals. On a successful hit, it inflicts an additional 3d10 force damage. If you score a critical hit, roll another d20. On a roll of 20, you lop off one of the target’s limbs, or cut away part of its body if it doesn’t have limbs. Earth-based elementals have resistance to the damage inflicted by this weapon.

19-21 Weapon of Elemental Radiance. Drawing energy from the Plane of Fire and the Positive Plane, the weapon glows with beautiful, multicolored light. It sheds bright light to 30 feet and dim light for an additional 30 feet. On a successful hit, it inflicts an additional 3d10 radiant damage, and the target is blinded until the end of its next turn. Fire-based elementals have resistance to the damage inflicted by this weapon.

22-24 Weapon of Elemental Steam. Drawing energy from the Plane of Water and the Positive Plane, this weapon becomes hot and damp to the touch and emits thick, cloying steam to a radius of 5 feet. You are considered to be heavily obscured by the steam, although it doesn’t hinder your vision. On a successful hit, it inflicts an additional 3d10 fire damage, and the target is engulfed by a cloud of steam and is blinded until the end of its next turn. Water-based elementals have resistance to the damage inflicted by this weapon.

25-27 Weapon of Elemental Ash. Drawing energy from the Plane of Fire and the Negative Plane, this weapon becomes a dull, lifeless gray and spews flakes of draining ash with every swing. On a successful hit, it inflicts an additional 3d10 cold damage, the target has disadvantage on Strength ability checks, attack rolls, and saving throws until the end of its next turn. Fire-based elementals have resistance to the damage inflicted by this weapon.

28-30 Weapon of Elemental Dust. Drawing energy from the Plane of Earth and the Negative Plane, this weapon turns a dirty brown-gray and becomes grainy, as if it’s about to crumble away. On a successful hit, it inflicts an additional 3d10 thunder damage, and it inflicts double damage to objects and structures. Earth-based elementals have resistance to the damage inflicted by this weapon.

31-33 Weapon of Elemental Salt. Drawing energy from the Plane of Water and the Negative Plane, this weapon becomes coated with salt crystals. On a successful hit, it inflicts an additional 3d10 necrotic damage and the target has disadvantage on Constitution ability checks and saving throws until the end of its next turn. Water-based elementals have resistance to the damage inflicted by this weapon.

34-36 Weapon of Elemental Void. Drawing energy from the Plane of Air and the Negative Plane, this weapon turns darkly translucent and begins to suck all of the air in the area into its form. On a successful hit, it inflicts an additional 3d10 force damage and if the target needs to breathe, it spends its next action gasping for breath as the air is drawn out of its lungs. Air-based elementals and creatures that don’t breathe have resistance to the damage inflicted by this weapon.

37-39 Weapon of the Astral. The weapon becomes a flat silver color and it produces a hum that is heard psychically, not physically. On a successful hit, it inflicts 3d10 psychic damage, and the creature’s hit point maximum is reduced by half that amount. The reduction lasts until the creature finishes a short or long rest. If the target’s hit point maximum is reduced to 0, the target falls unconscious for 1 hour or until another creature uses its action to wake the creature up. In addition, if you are on the Astral plane and score a critical hit against a target in an astral body (as with the astral projection spell), you can cut the silvery cord that tethers the target to its material body, instead of dealing damage. Titans have resistance to the damage inflicted by this weapon.

40-42 Weapon of the Ethereal. The weapon becomes a misty gray in color and feels insubstantial to the touch, even though it isn’t. On a successful hit, it inflicts 3d10 force damage, and if your target is insubstantial, ethereal, or ephemeral, you have advantage on your attack roll. Undead have resistance to the damage inflicted by this weapon.

43-45 Weapon of Mount Celestia. The weapon turns gleaming white and radiates golden light, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. On a successful hit, it inflicts 3d10 radiant damage. If your target is a fiend or undead, it has disadvantage on attack rolls made against you, and you have advantage on saving throws made against spells and effects the creature causes, until the end of its next turn. Celestials have resistance to the damage inflicted by this weapon.

46-48 Weapon of Bytopia. The weapon turns silvery-white and radiates white light, shedding bright light in a 20-foot radius and dim light for an additional 20 feet. On a successful hit, it inflicts 3d10 radiant damage, and you can use your reaction to cause a creature that is within 30 feet of you that you can see to regain that many hit points. Celestials have resistance to the damage inflicted by this weapon.

49-51 Weapon of Elysium. The weapon is made of pure silver that glows brightly, shedding dim light in a 20-foot radius and dim light for an additional 20 feet. On a successful hit, it inflicts 3d10 radiant damage. If your target is a shapechanger or undead, it has disadvantage on attack rolls made against you, and you have advantage on saving throws made against spells and effects the creature causes, until the end of its next turn. Celestials have resistance to the damage inflicted by this weapon.

52-54 Weapon of the Beastlands. The weapon turns into stout oak, sprouting leaves along its hilt or shaft and sharp thorns along the weapon’s striking edge. On a successful hit, it inflicts 2d10 damage of the weapon’s original type and 1d10 additional piercing damage. If your target is an aberration, it has disadvantage on attack rolls made against you, and you have advantage on saving throws made against spells and effects the creature causes, until the end of its next turn. Beasts and plants have resistance to the damage inflicted by this weapon.

55-57 Weapon of Arborea. The weapon changes into fine, polished bronze and streaks of lighnting coruscates across its surface. On a successful hit, it inflicts an additional 3d10 lightning damage and is deafened until the end of its next turn. In addition, you and friendly creatures within 5 feet of you can’t be frightened while you are weilding this weapon. If your target is an aberration, it has disadvantage on attack rolls made against you, and you have advantage on saving throws made against spells and effects the creature causes, until the end of its next turn. Fey have resistance to the damage inflicted by this weapon.

58-60 Weapon of Ysgard. The weapon changes into dark iron and fire and ice flicker across its surface. On a successful hit, it inflicts an additional 3d10 cold damage or fire damage (your choice). In addition, once while this spell is active, if you are reduced to 0 hit points while you are wielding this weapon, you can choose to drop to 1 hit point instead.

61-63 Weapon of Limbo. The weapon constantly shifts its form with every moment, appearing as a different weapon with each blow. On a successful hit, you may choose if your weapon inflicts bludgeoning, piercing, or slashing damage, no matter what type of weapon it is, and it inflicts an additional 3d10 damage of a random type:

d6 Damage Type
1 Acid
2 Cold
3 Fire
4 Force
5 Poison
6 Psychic

In addition, the target’s form flickers rapidly through multiple changes, settling on none. It is stunned until the end of its next turn.

64-66 Weapon of Pandemonium. The weapon changes so it is made of howling winds and darkness. On a successful hit, it inflicts an additional 3d10 psychic damage and the target is briefly driven mad. If its next action would affect another creature (such as if it attacked or cast a spell on something other than itself), it affects a creature within range chosen randomly by the DM. In addition, if you score a critical hit with this weapon, the creature is blinded and deafened until the end of its next turn.

67-69 Weapon of the Abyss. The weapon turns dark and takes on strange and disturbing angles and textures; it drips with noxious substances. On a successful hit, it inflicts an additional 3d10 acid damage or fire damage (your choice) and the target is poisoned until the end of its next turn. If your target is a celestial, it has disadvantage on attack rolls made against you, and you have advantage on saving throws made against spells and effects the creature causes, until the end of its next turn. Fiends have resistance to the damage inflicted by this weapon.

70-72 Weapon of Carceri. The weapon changes so it’s made of a dark, tarry substance. On a successful hit, it inflicts an additional 3d10 acid damage or cold damage your choice) and the target is covered in the tar and is restrained until the end of its next turn (escape DC equal to your spell save DC). Fiends have resistance to the damage inflicted by this weapon.

73-75 Weapon of Hades. The weapon changes so its made of bone and blood, and it drips gritty sand. On a successful hit, it inflicts an additional 3d10 necrotic damage, and the creature’s hit point maximum is reduced by half that amount. The reduction lasts until the creature finishes a short or long rest. If the target’s hit point maximum is reduced to 0 it dies and rises in 1d4 hours as an undead of the DM’s choice. Undead have resistance to the damage inflicted by this weapon.

76-78 Weapon of the Nine Hells. This weapon is made of flaming brimstone, and the fire that dances along its striking face is dark and sickly-looking. On a successful hit, it inflicts an additional 3d10 fire damage. If your target is a celestial, it has disadvantage on attack rolls made against you, and you have advantage on saving throws made against spells and effects the creature causes, until the end of its next turn. Fiends have resistance to the damage inflicted by this weapon.

79-81 Weapon of Acheron. This weapon changes so its made of iron that is bitterly cold to the touch. It glows with a red light that sheds dim light to a radius of 30 feet. On a successful hit, it inflicts an additional 3d10 cold damage and the target is paralyzed until the end of its next turn. Fiends have resistance to the damage inflicted by this weapon.

82-84 Weapon of Mechanus. This weapon’s shape becomes perfectly symmetrical and changes so its made of gray crystal. On a successful hit, it inflicts an additional 16 points of force damage. If your target is an aberration or fey, it has disadvantage on attack rolls made against you, and you have advantage on saving throws made against spells and effects the creature causes, until the end of its next turn. Constructs have resistance to the damage inflicted by this weapon.

85-87 Weapon of Arcadia. This weapon changes so it’s made out of intricately carved wood. On a successful hit, it inflicts an additional 3d10 bludeoning, piercing, or slashing damage, as appropriate to the type of weapon it is, and you can use your reaction to target a creature that is within 30 feet of you that you can see and cause it to be cured of one disease or one of the following conditions: blinded, deafened, paralyzed, or poisoned.

88-91 Weapon of the Outlands. This weapon changes so it looks as though it were made of intertwined white crystals and polished obsidian, bound together with steel. On a successful hit, inflicts an additional 3d10 force damage. If your target is an aberration, celestial, fey, or fiend, it has disadvantage on attack rolls made against you, and you have advantage on saving throws made against spells and effects the creature causes, until the end of its next turn. Creatures that are neutral or unaligned have resistance to the damage inflicted by this weapon.

92-94 Weapon of the Feywild. This weapon turns into pale wood and mithral, and it glows with a pulsing faerie light, shedding dim light to 30 feet. On a successful hit, inflicts an additional 3d10 of a random type:

d4 Damage Type
1 Cold
2 Fire
3 Lightning
4 Thunder

If your target is undead, it has disadvantage on attack rolls made against you, and you have advantage on saving throws made against spells and effects the creature causes, until the end of its next turn. Fey have resistance to the damage inflicted by this weapon.

95-97 Weapon of the Shadowfell. The weapon is made of quasi-solid blackness, and the area to a radius of 30 feet around you can be no brighter than dimly lit. On a successful hit, it inflicts an additional 3d10 necrotic damage, and the target is frightened of you until the end of its next turn. If a creature is slain by this weapon, it rises as a shadow 1d4 hours later. It is not under your control. Undead have resistance to the damage inflicted by this weapon.

98-100 Weapon of the Far Realms. The weapon twists and warps itself in weird and disturbing ways and any metal in it takes on an unhealthy, oily sheen. On a successful hit, it inflicts an additional 3d10 psychic damage, and until the end of its next turn, the target has disadvantage on Intelligence and Wisdom ability checks and saving throws and can’t take reactions. Aberrations have resistance to the damage inflicted by this weapon.

At Higher Levels. When you cast this spell with a spell slot of 7th level, its attack bonus becomes +2. When you cast it with a spell slot of 8th level or higher, its attack bonus becomes +3, and it no longer requires concentration.

* - (a melee weapon and an ivory eight-sided die worth at least 10 gp)

Spell Tags: Buff

Available For: Cleric (Legacy) Druid (Legacy) Sorcerer (Legacy) Warlock (Legacy) Wizard (Legacy)

msova

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