Level
6th
Casting Time
1 Bonus Action
Range/Area
5 ft.
Components
V, S
Duration
Concentration 8 Hours
School
Illusion
Attack/Save
None
Damage/Effect
Combat (...)

A modified version of the Creation spell devised by a peculiar wizard who hated being unarmed. As a bonus action, choose a mundane or magical weapon that you have seen before and create it in your hand, or in an unoccupied space within range. You have proficiency with the weapon while wielding it (if another creature wields this weapon, they will not gain proficiency if they did not already have it). The weapon also gains the following properties:

  • The wielder can choose to make attack and damage rolls with the weapon using your spellcasting ability modifier, instead of the modifier they'd normally use.
  • If the weapon has the ammunition property, it does not require ammo, instead producing its own ammo whenever the wielder attacks with it.
  • The weapon is considered magical for the purposes of overcoming resistances and immunities to non-magical attacks.
  • The weapon can hover in place when not being held, and can fly up to 10 feet on your turn (no action required).
  • The weapon has the thrown property, with a range of 30/60. When you take the Attack action, you can make a ranged attack with the weapon as if you has thrown it from its current location, even if you are not currently wielding it; the weapon will fly towards the target on its own. If the weapon is held by a creature that is unwilling to release it, make an ability check using your spellcasting ability contested against their STR check. The weapon breaks free on a success; otherwise the attack is wasted.

In addition to using the weapon normally, you can also use it in a more powerful, but destructive manner. Performing any of these actions will result in the weapon being destroyed, ending the spell:

  • When you hit a target with a melee attack using this weapon, but before damage is calculated, you can choose to expend the weapon's remaining magical energy in that strike to increase the damage. In addition to the damage from the initial attack, the target also takes additional damage as if you attacked again and scored a critical hit.
  • When making a ranged attack using a weapon with the ammunition property, you can choose to pour all of the weapon's remaining magical energy into one shot before firing. After the attack hits or misses, but before damage is calculated, the projectile then detonates in the target's space, forcing the target and any creature within 5 feet of it to make a DEX saving throw. On a hit, the target takes damage as if you had scored a critical hit on it, and on a miss the target takes half of that damage. This does not trigger any additional effects the weapon might normally have on a critical hit.
  • When making a ranged attack by throwing the weapon, or when the weapon itself is ammunition being fired (such as an Arrow of Slaying), you can cause the weapon to detonate on impact. After the attack hits or misses, but before damage is calculated if it hit, you can choose to detonate the weapon's remaining magical energy, forcing the target and any creature within 5 feet of it to make a DEX saving throw. On a hit, the target takes damage as if you had scored a critical hit on it, and on a miss the target takes half of that damage. This does not trigger any additional effects the weapon might normally have on a critical hit.

Attempting to replicate a more powerful weapon is an imperfect process. A weapon created as a copy of a sentient weapon will not be sentient, nor have any properties associated with sentience. In addition, the weapon is not as stable, and has limited uses:

  • When creating any weapon with a rarity of Uncommon or higher, it has a limited durability as shown in the table below. A weapon is destroyed when its durability is reduced below 1.
  • Landing a melee attack or making a ranged attack by firing a weapon with the ammunition property consumes 1 durability point after the attack is resolved.
  • If the weapon requires attunement, it can be attuned to as a free action at the cost of half of the durability it was created with. This fails if the weapon does not currently have more than half of its initial durability. All other rules for its attunement still apply.
  • Any action or property that would normally expend one or more charges instead consumes an equal amount of durability. If this property is activated as part of an attack, its durability consumption is added to the attack's.
  • The weapon also loses durability over time, as shown in the table below.
Rarity Durability Rate of decay
Uncommon 4d4 + 4 1 per hour
Rare 3d4 + 3 1 per hour
Very rare 2d4 + 2 1 per hour
Legendary 1d4 + 1 1 per minute

 

At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, you can create two weapons with a single casting of the spell.

Spell Tags: Creation Combat

Available For: Sorcerer (Legacy) Wizard (Legacy) Cleric (Legacy) - Forge Domain

Paaljurzind

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