Level
1st
Casting Time
1 Action
Range/Area
Touch (5 ft. )
Components
V, S, M *
Duration
Until Dispelled or Triggered
School
Transmutation
Attack/Save
None
Damage/Effect

As part of the action used to cast this spell, you must make a melee or ranged attack with the prepared weapon against one creature within the weapon's range. On a hit, the target suffers the attack's normal effects + your spellcasting modifier as random elemental damage. The weapon sticks to the target (on a hit) or to the surface it hits (on a miss) and gets charged with an element. Roll 1d8 on the table below to determine the damage type.

  1. Necrotic
  2. Acid
  3. Lightning
  4. Poison
  5. Thunder
  6. Fire
  7. Cold
  8. Radiant

The spike explodes for 2d8 elemental damage after 1d4 rounds (only the DM knows the timer), at the end of the caster's turn, or on a critical failure during the attack. The target (or an adjacent friendly creature) can spend an action to pull out the spike and repeat the spell’s weapon attack against a new target (if it is equipped to do so). This forces a reroll on the elements table. Creatures in a 5ft radius from the spike when it explodes must succeed on a DEX Saving Throw or take the elemental damage (half damage on a success, a stuck target has disadvantage). The weapon/projectile is destroyed when the spell ends.

At higher levels: You can delay the explosion by an extra round and the weapon damage increases by 1d6 for every 2 spells slots after 1st (3rd, 5th, 7th and 9th). The damage for the spike's elemental explosion increases by 1d8 for every spell slot after the 1st.

* - (a specially prepared small piercing weapon or projectile)

Previous Versions

Name Date Modified Views Adds Version Actions
7/1/2017 10:43:49 PM
171
3
2.1
Coming Soon

Available For: Sorcerer (Legacy) Wizard (Legacy)

Digaogrunge

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