User copies an object (most likely a weapon) by tracing the object down to it's molecular level and magic. The object is a perfect copy of the original object. The more powerful or bigger the object the longer it takes to recreate. More perfected trace on spells can be projected away from the user and can be controlled to move in a certain direction with concentration. Masters of this spell can create numerous blades at a constant speed and can perfectly copy a weapon down to it's magical capabilities. A novice can only make non-magical weapon and items and are relatively weaker than original.
The user can also enhance weapons that they have either created through the use of another copying spell or a pre existing weapon with the following enhancements.The user can impart levels of enhancements into their weapon depending on the level of the spell slot used to cast this spell. Ex:A level 5 spell slot is used to cast trace on.You can impart 3 levels of reinforcement and 2 levels of range or 4 levels of range and 1 configuration
Configuration:One of the weapon’s hit dice are increased to their magnitude and count as magical for the purpose of overcoming resistances and immunities. The levels of magnitude are as follows:d4/d8/d10/d12/d20.Any excess levels once a hit dice reaches level 20 with magnify another hit dice and so on until all levels are spent or all hit dice or maximized in which the weapon gains a new one so long as it is traced, starting at a d4 and so on until all levels have taken effect.
When used at level 9:All the weapon’s hit dice are doubled and maximized. EX:A longsword normally deals 1d8 damage ,it now deals 2d20.
If the weapons is magical or has magical effects and the level 9 configuration isn’t removed after 10 turns then the weapon’s next attack will double yet again in an explosion then immediately crumble to dust and can’t be brought back short of a wish spell or sacrificing a level 5 or above spell slot as a bonus action in which the dust will reassemble into the weapon again at the end of that bonus action.If the weapons was a summoned one or it is bound to the player, such as a warlock’s hexblade then it can be summoned back using the rules used to summon it normally
reinforcement:While holding a weapon or shield you gain an AC bonus equivalent to the amount of levels put into reinforcement and instead of breaking due or gaining a penalty due to magical or corrosive effects such as a rust monster’s touch it loses a level in reinforcement instead. Level 9 spell slot:If the holder of the weapon is targeted by a magical attack that would normally bypass resistance then the attacker needs to roll to hit as if were a nonmagical attack.If the target is targeted by a spell and makes a roll to take half damage instead of full damage then:If the user succeeded then they take no damage. If the weapons is magical or has magical effects and the level 9 reinforcement isn’t removed after 10 rounds then the weapon will become more and more unstable with the magics roaring within it.The next attack against the pc with the weapon becomes a critical hit with all creatures within 10 ft of the pc will half the damage in force damage as the magic bursts out from the item and needs time to replenish itself after strenuous use.The user can’t use reinforcement magic with a weapon of equal or higher total hit die. 2d6 equaling 1d12
Range:The weapon’s ranges are increased by 5 ft Level 9 spell slot:The weapon’s range becomes sight.If the PC can see a creature and it would be plausible for a moving object to reach the target then the target can be hit as normal with normal damage calculation.For shorter range weapons this can be interpreted as a weapon becoming longer as a pc goes in for a thrust with their spear,(long)sword or dagger.Alternatively it could be seen as a weapon becoming lighter and tracking the enemy with supernatural precision
Comments