Level
7th
Casting Time
1 Action
Range/Area
90 ft.
Components
V, S, M *
Duration
Concentration
1 Minute
School
Evocation
Attack/Save
Melee
Damage/Effect
Force
You create a spectral sword that hovers within range. It lasts for the duration.
When the sword appears, you make a melee spell attack against a target within 5 feet of the sword. On a hit, the target takes Force damage equal to 4d12 plus your spellcasting ability modifier.
On your later turns, you can take a Bonus Action to move the sword up to 30 feet to a spot you can see and repeat the attack against the same target or a different one.
* - (a miniature sword worth 250+ GP)
On the one hand it can’t be destroyed like Arcand Hand and has been improved since last time. On the other, still doesn’t do as much damage as Arcane Hand.
Edit: Pun not intended.
Bigby's Hand (5th level): 5d8 + X, for an average of 22 + X Force damage. OR 7th level upcast: 9d8 + X, for an average of 40 + X Force damage.
Mordenkainen's Sword (7th level): 4d12 + X, for an average of 26 + X Force damage.
X = Spellcasting ability modifier
Base level vs base level, Mordenkainen's Sword does slightly more damage. But Bigby's Hand does better when upcast.
It's kind of funny how, despite this being mostly buffed and spiritual weapon being notably nerfed, an upcasted spiritual weapon is still better.
Especially with the subtle nerf they put in it where you can no longer attack twice with it on your first turn.
Honestly Remove Concentration and it becomes good.
Comparative to a 7th level spell? It's weak. Here is my version reimagined as a maul.
Hammer of the Gods
7th-Level Conjuration (Bard, Wizard)
Casting Time: 1 action
Range: 120 feet
Components: V, S, M (a maul pendant worth 250 gp)
Duration: Concentration, up to 1 minute
You conjure a colossal maul that hovers 20 feet above a point you can see within range. It glows with condensed force, suspended like a divine verdict waiting to fall.
At the end of each of your turns, the hammer slams down on a location you choose within 20 feet of its current position. Each creature in a 5-foot-radius, centered on that point must make a Dexterity saving throw.
On a failed save, a creature takes 8d10 force damage and is knocked prone.
On a successful save, it takes half damage and remains standing.
After each impact, the hammer rises instantly back to its hover height. The hammer may be repositioned up to 30 feet at the start of your turn (no action required). Only one slam occurs per round.
Audible Doom. Each strike is thunderous—audible to creatures within 100 feet.
This is actually pretty badass. I’d love to use the spell. The flavor and effect are both nice, especially since you only get 2 7th-levels spell slots max and so many compete for those spots.