You spin a melee weapon as you let go of it. The object keeps continually spinning. The object functions as a circle floating in front of you, with a diameter equal to the range of said weapon. If an attack using the body of the attacker(ex. unarmed strike, tail) is made that would cross the spinning weapon, the attacker takes damage equal to 1d4+your spell casting modifier attacks from the spinning weapon. If someone runs through the circle, or a melee weapon attack crosses the spinning weapon, the weapons will both roll their damage, whichever rolls lower, breaks, and is addressed as an improvised weapon. If a ranged attack hits the circe, it will bounce of in a direction of your choice, the distance equal to the range of the ranged attack-the distance travelled by the attack+10ft. Yes, this does mean that tennis can be played by two paladins with this spell. As a bonus action, you may make a dc 15 sleight of hand check to grab the spinning weapon, on a success, the magic is dispelled, and the weapon is equipped. On a failed check, the person takes 1d4+ your spell casting modifier bludgeoning damage. If the damage taken by any of the effects of contact with the sword would be lethal, you would simply lose the applicable body part.
* - (A melee weapon)Previous Versions
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