Level
1st
Casting Time
1 Special
Range/Area
60 ft.
Components
V, S, M *
Duration
Special 1 Minute
School
Conjuration
Attack/Save
INT Save
Damage/Effect
Piercing

This spell behaves differently if you cast as an Action or a Bonus Action:

 

Cast as an Action: Summon a dagger in your free hand that is identical in appearance to any dagger you have on your person. You magically throw the dagger at a creature or object within 20/60 feet, making a spell attack roll at disadvantage if the target is beyond the normal range. The attack does 1d4+int mod piercing damage and a creature hit makes an Intelligence saving throw against your spell save DC. On a failed save they believe they are bleeding from the wound and take an additional 1d4 psychic damage on the start of each of their turns, making an additional save at the end of each turn. This effect ends automatically if the target regains health points in any number (temporary hp does not count).

Cast as a Bonus Action: Summon 3 daggers that gently float around you for 1 minute or until you drop concentration. These daggers are identical in appearance to any daggers you have on your person, each dagger can have a different look. As an Action you magically throw the dagger at a creature or object within 20/60 feet, making a spell attack roll at disadvantage if the target is beyond the normal range. attack does 1d4+int mod piercing damage. 

 

The daggers will disappear in a small puff of pale green-blue  upon hitting a solid object or losing their momentum (as if in water).

* - (A dagger on your person)

Previous Versions

Name Date Modified Views Adds Version Actions
2/22/2023 12:37:10 AM
13
1
1
Coming Soon

Available For: Wizard (Legacy) Rogue (Legacy) - Arcane Trickster (Legacy)

Wyrdi

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