Level
Cantrip
Casting Time
1 Reaction
Range/Area
Self
Components
V
Duration
Until Dispelled
School
Conjuration
Attack/Save
None
Damage/Effect

This spell, hence the name, allow the caster to summon a weapon, shield, or suit of armour out of either fire, ice, stone, or wind. The weapon does damage equivalent to its non-magical counterparts (Example: a normal short sword does 1d6 damage, and a wind-summoned short sword also does 1d6 damage), except it does damage in the element that it is summoned out of (Example: fire war hammer does both bludgeoning and fire damage) and can be any basic weapon, shield, or piece of armour. The shields and armour give the same amount of AC as their non-magical counterparts until it is dispelled, and the weapons have an extra 1d4 elemental damage added to the damage rolls according to the element they were summoned out of. Shields and armour can be cast as a reaction, with the shields appearing on the caster's person and the armour going on either a target within sight of the caster or on the caster. The summoned armour/ shield stacks its normal armour class on top of whatever the target already has, and both the armour and the shield give the wearer resistance to its type. (Example: a shield summoned of fire allows the wearer to take only half of the normal fire damage he/she would from any martial or ranged sources, including other spells)

*Bows, crossbows, and slings summoned by this spell only do the elemental damage on a hit, not including the damage a normal version of them would do (Example: A wizard who summoned a fiery longbow would deal 1d4 fire damage on a hit) and the elemental damage increases when the spell increases at levels 5, 8, and 12

Available For: Wizard (Legacy) - School of Conjuration (Legacy) Wizard (Legacy) - Bladesinging (Legacy) Wizard (Legacy) - War Magic

Dungeon_Master497

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