As a bonus action on your turn, you may conjure any weapon (melee or ranged), which is imbued with any elemental power (cold, acid, fire, etc.). This spell has 12 charges that can be used without resting. after a short rest, 5 charges are reset, and all of the charges are reset after a long rest. The weapon that you conjure is a +1, +2, or +3 weapon, depending on how many charges you expend. Expending 1 charge conjures a +1 weapon, 2 charges is a +2 weapon, and 3 charges is a +3 weapon. The weapon of your choice does normal damage plus 1 d10 damage of the element of your choice. If you hit a creature or an object, the elemental weapon explodes in a blast of the specific element. Everyone within 15 feet of this explosion must make a DC 15 Dexterity saving throw or take 1 d10 damage from the element. If they pass the Dexterity saving throw, they take half damage. If the weapon hits a creature, that creature must roll a DC 20 Dexterity saving throw to get away from the explosion. After the explosion, the weapon disintegrates into nothingness. One specific weapon can only be cast three times per long rest. If this spell is upcast to level 9, you can conjure two (non-heavy and non-two handed) weapons for only 1 charge.
* - (Small piece of the element that you are using)
Level
6th
Casting Time
1 Bonus Action
Range/Area
Touch
(15 ft. )
Components
S, M *
Duration
Until Dispelled
School
Conjuration
Attack/Save
None
Damage/Effect
Comments