Level
4th
Casting Time
1 Action
Range/Area
60 ft.
Components
V, S, M *
Duration
Concentration 1 Hour
School
Conjuration
Attack/Save
None
Damage/Effect

You channel the might of Valhalla to imbue your allies' weapons, armor, and spell craft. Choose three allies which are immediately equipped (or have their current equipment imbued) with one of eight possible options below. Whenever one of these items is successfully used, i.e. hits an opponent, has a spell cast through it, blocks an attack, etc., it empowers the other two temporarily for their next use. An empowered armament becomes disempowered upon being used or after one minute, and can have up to two charges of empowerment at a time.

Staff- Grants +1 to the wielders spell attacks, damage, save DC, and healing. Empowered: Grants +3 to the wielders next spell attack, damage, save DC, or healing.

Warhammer- +1 weapon, can be thrown with a range of 30-120 ft. and returns to the wielder after every throw. Empowered: Upon striking a target with the empowered Warhammer, A static charge builds on the target. Upon the third charge, the target is immediately hit with a lightning strike, dealing 4d10 lightning damage.

Shield- Grants +1 to the wielders AC. Empowered: The wielder is protected against the next source of damage as if by the intercept fighting style (1d10+prof)

Great axe- +1 weapon, -2 to AC. Empowered: The next attack deals an extra 1d6 lightning damage for every 15 ft. travelled in a straight line before hitting the target.

Wand- +1 to the wielders spell attacks, damage, save DC, and healing. Empowered: a missile of lightning accompanies the wielder's next attack or spell, dealing an unavoidable 1d4+1 lightning damage

Horn: +2 charisma. Empowered: The wielder can use the rally maneuver as a bonus action, granting 1d10 + cha temp HP to an ally.

Chain Mail: +1 AC. Empowered: The wielder deals 1d10 lightning damage to the next creature that attacks them.

Helm: +2 wisdom. Empowered: The wielder can add or subtract 1d4 from any attack roll, saving throw, or skill check within sight.

At higher levels, the spell creates one more armament of your choice for each level cast beyond 4th. YOU MUST HAVE AT LEAST 25 PIETY TOWARDS ODIN TO CAST THIS SPELL.

* - (A flagon/horn of ale, mead, or beer which must be consumed as part of casting the spell)

Available For: Cleric (Legacy) - Tempest Domain (Legacy)

HumanFighter4569

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