You hold a gem in each of your hands and channel your arcane energy into them, forcing the physical properties of the gems to shift and bend to your will in order to create one martial melee weapon in one hand and a shield in the other.
The weapon chosen can be either a one-handed Longsword, one-handed Warhammer, a Rapier, Scimitar or Shortsword and counts as a proficient weapon. The weapon is a +1 magical weapon that deals 3d6 of the appropriate damage type (slashing, piercing or bludgeoning based on the chosen form) as well as elemental damage equal to your spellcasting ability modifier based on the gem used to manifest the weapon. You can add your intelligence modifier to attacks made to hit with the weapon.
The shield is a +1 magical shield and both the weapon and the shield look crystalline, semi-translucent and coloured to represent the gems chosen for their creation, some forms may even spark with lightning or burn bright with fire whilst others drip with acid or shed a misty cold aura.
As an action before the end of the spell’s duration you may choose to shatter the arcane weapons, channeling the remaining energy from them into a 5ft wide and 30ft long line that deals 10d6 elemental damage based on the gems used in the spell. Each target within the line must make a dexterity saving throw against your Spell Save DC, on a failed save the target takes full damage and on a successful save the target takes half damage. Each type of gemstone has a unique effect that activates during this action (see below) and will only affect targets who failed the dexterity saving throw. Once the attack concludes, the gems will shatter and the spell will end regardless of the spell’s remaining duration.
- Ruby - Fire – The target is set alight and takes 2d6 additional fire damage as well as 2d6 fire damage per turn until the fire is extinguished.
- Emerald - Acid – The target cannot regenerate hit points or heal until the start of their next turn.
- Sapphire - Lightning - the line becomes 10ft wide and any targets outside the middle 5ft take half of the initial damage and half that if they succeed the save.
- Diamond - Force – The target is pushed 10ft back and knocked prone if they fail the save.
- Aquamarine - Cold – The target must succeed a strength saving throw against your spell save DC or be frozen in ice (restrained) for 2 turns. At the start of their turn, the target may make another strength saving throw to break free. Additionally, they can be broken free by someone other than themselves using an action to do so.
- Yellow Topaz - Thunder - If the target willingly moves after failing the initial dexterity saving throw, they must make a constitution saving throw against your spell save DC or take an extra 2d6 thunder damage.
Casting this spell at 7th level will cause the spell to last 8 hours and casting it at 8th level will make the spell last until dispelled.
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