Level
Cantrip
Casting Time
1 Bonus Action
Range/Area
Touch
Components
V, M *
Duration
Special
School
Transmutation
Attack/Save
Melee
Damage/Effect
Additional

Arc saber, Shimmer sword, Blade of the battlemage, this incantation have been lost and found so many times in history its origin is lost to all but the truly ancient.

Normally found within militant organizations of arcane spell casters, the details of this spell remains a well guarded secret. Often the process is shrouded in tradition, ritual and rites of passage.

In truth, any arcane magic user can undertake the complicated process of creating one of these ancient weapons. The first step is crafting a hilt or shaft of exceptional quality, this materiel component can be crafted from a variety of materials. The goal is to create a vessel strong enough to channel the eldricht might of the caster for years to come.

Rare woods wrapped in exotic leathers, silver filigree around a gold core inlaid with precious gems or perhaps dragon bone carved and shaped, inscribed with runes of power. Every hilt is unique and personal, a testament of the creators arcane skill. A proper hilt costs no less than a 1000g and may require help from expert craftsmen.

After constructing the hilt (materiel component), the blade can be ignited for the first time.

At this moment a blade will materialize shaped by the creators mind. For some the blade is a physical object, jagged shards of green crystal, a bright silvery metal faintly glowing with arcane might. For others the blade takes a less corporeal form, a bright burning column of flame or a lit beam of energy.

During this first casting, the creator permanently decides the shape and damage type of the weapon (fire, frost, force etc...). Choose 1 damage type, the choice is permanent for this hilt.

 The weapon can have the following properties:

Light , Versatile, Reach, Range (30/60), Heavy, Two-handed. Choose 1 weapon property (in accordance with your GM), the choice is permanent for this hilt.

 

When you cast this cantrip on your personal hilt, a magical weapon manifests. For this weapon, you are proficient and you can use your spellcasting ability instead of Strength for the attack and damage rolls of melee attacks using that weapon. The weapon deals 1d8 damage (Damage type chosen during creation of the hilt). The weapon also becomes magical. The spell ends when you choose to end it or if you let go of the weapon.

* - (An expertly crafted hilt or shaft, worth no less than a 1000g. The component is not destroyed by the spell, but is personal.)

Spell Tags: Damage Buff

Available For: Sorcerer (Legacy) Warlock (Legacy) Wizard (Legacy) Fighter (Legacy) - Eldritch Knight (Legacy) Rogue (Legacy) - Arcane Trickster (Legacy)

thomasdietzolsen

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