Level
Cantrip
Casting Time
1 Minute
Range/Area
40 ft.
Components
V, S, M *
Duration
Concentration 5 Minutes
School
Conjuration
Attack/Save
Ranged
Damage/Effect
Combat (...)

The caster begins to float up to ten feet off the ground (caster's choice). After caster has reached ideal height, magical swords arise from the ground. The swords begin circling the caster, point up. They can either be white (radiant damage), dark gray (necrotic damage), or light blue (kinetic damage). There is a minimum of ten swords, yet one extra sword can be summoned for every 20 extra arrows. One turn after the swords are summoned, the caster may begin propelling them at their opponent. At the start of each turn after casting, the caster rolls 1d4 to dictate the maximum number of swords they can throw for that turn. A ranged spell attack must be made for every sword thrown. The swords do 1d8 damage each, and the spell ends when the caster takes damage by an opponent. The spell is not ended by taking natural damage.

At higher levels, the arrow cost of extra swords decreases by 5 per spell level above 6

* - (The head of an enemy and 100 arrows, both of which the spell consumes)

Spell Tags: Creation Summoning Combat

Available For: Cleric (Legacy) Sorcerer (Legacy) Wizard (Legacy)

RedConfetti

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