You imbue a weapon you touch with arcane power. when you cast the spell choose wither fire, cold, lightening or thunder damage, until the spell ends, the weapon emits bright light in a 30-foot radius and dim light for an additional 30 feet. In addition, weapon attacks made with it deal an extra 2d8 of the chosen damage type on a hit. If the weapon isn’t already a magic weapon, it becomes one for the duration.
As a bonus action on your turn, you can dismiss this spell and cause the weapon to emit a burst of radiance. Each creature of your choice that you can see within 30 feet of the weapon must make a saving throw depending on the type of damage chosen. If the type was Fire damage the save is Dexterity, Cold and lightening damage requires a Constitution save, and Thunder damage requires Strength saving throw.
- Fire damage, Dexterity saving throw. On a failure the creature takes 4d8 fire damage and is caught on fire, taking 1d10 fire damage at the start of its turn until the fire is put out. The fire can be extinguished with an action.
- Cold damage, Constitution saving throw. On a failure the creature takes 4d8 cold damage and is slowed until the end of its next turn.
- Lightening damage, Constitution saving throw. On a failure the creature takes 4d8 lightening damage and is stunned until the end of its next turn.
- Thunder damage, Strength saving throw. On a failure the creature takes 4d8 thunder damage and is thrown back 15 feet..
On a successful saving throw creatures take half damage, and do not suffer any other side effects.
Comments