Level
4th
Casting Time
10 Minutes Ritual
Range/Area
Touch
Components
V, M
Duration
Concentration 2 Hours
School
Conjuration
Attack/Save
None
Damage/Effect

You use a fluid medium such as blood and imbue up to 3 weapons or pieces of equipment with a temporary sentience by drawing a sigil on the item, higher quality fluid mediums may grant better bonuses to the weapon or alter a certain aspect. They will flitter around you and defend you in a way you describe initially when no command is being given, and you can command one or all of them to move up to half of your movement speed or attack with a bonus action. A weapon may not go further than 300 feet from the caster, or the spell will end on that respective weapon. A weapon's "To-Hit" will be based off of the Caster's spellcasting modifier, however, any additional bonuses from buffs or abilities will not be applied.

  • A spellcasting focus will be considered as 1 weapon, and can assist the spellcaster as if they were still holding it.
  • A Melee weapon of standard or smaller will be considered as 1 weapon, whereas a larger weapon be considered as 2 weapons and have to be applied near the base and tip of the weapon.
  • A Ranged weapon will be considered as 1 weapon but will not be able to fire ammunition should the weapon require it. This can be circumvented by imbuing a quiver or sling with the sigil, which will count as an additional weapon.

Each "Transient" weapon takes the stats of the weapon used.

Any spell that could normally affect a weapon, can affect the "Transient" weapons as well.

After the spell ends, the material used will float back to the Caster's feet, and temporarily be unusable for 1 day with any enchantments or unique effects that were originally placed on the item becoming dormant during that time.

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

DeusCorvi

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