You touch a piece of metal or volcanic rock and transmute it into a weapon imbued with elemental power which you're proficient with alongside it counting as being magical in nature. Whenever you create an elemental weapon, choose what kind of weapon and element you'd like to utilize in combat. This weapon will give you a +1 to attacks rolls and damage as well as it letting you make two attacks when you take the "Attack Action" on your turn.
Also, each weapon that's created, will have a different damage output along with having 5 minutes before it breaks and becomes unusable. If a ranged weapon is created, only the weapon itself will be formed and ammunition must be supplied separately. However, ammunition that's used will be considered magical and utilize the elemental weapon's damage instead of its own. Finally, if a gemstone(s) worth 1000 GP is used in the creation of a weapon, it becomes a permanent magical weapon with its own unique abilities if casted at 5th level and above. Here's a list of elements you can use and their damage:
- Fire: 4d6
- Water: 3d10 Bludgeoning or Slashing (Your Choice)
- Wind: 5d4 Slashing or Piercing (Your Choice)
- Earth: 3d12 Bludgeoning or Piercing (Your Choice)
- Lightning: 3d8
- Ice: 2d10 Cold and Slashing, Piercing, or Bludgeoning (Your Choice)
- Acid: 3d6
- Thunder: 2d8 Thunder and Bludgeoning Damage
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the bonus increases to +2 and the weapon will become permanent if a gemstone(s) worth 1,000 GP is used as the component. In order to do so, you must perform an hour long ritual to change the very nature of the component used. When finished, the weapon will become a +1 Magic weapon, gain a unique effect(s), but lose its ability to give you two attacks when you take the attack action on your turn. When you use a spell slot of 7th level or higher, the bonus increases to +3 and you attain new elements to create powerful, new weapons which requires a gemstone(s) worth 2500 GP. For these weapons, you may choose to make them permanent or leave them as is alongside requiring special components needed to form them. Here are the following elements you can attain:
- Force: Requires a Beholder Eyestalk and will do 5d12 damage.
- Psychic: Requires the Psionic energy of a Mindflayer plus one of its tentacles. This will do 7d6 damage to the target.
- Necrotic: Requires a Piece of a Lich's Phylactery and will do 5d10 damage.
- Poison: Requires the venom of an Elder Cockatrice, 3 bottles of Drow poison, and a green dragon's breath weapon(the older the better). This will do 2d20 damage to the target, but depending on origin of the green dragon's breath weapon, the damage might be altered. If its from an adult, the damage will be 3d20 and if its from an ancient, the damage will be 4d20.
- Radiant: Requires a shard from a crystal golem and a piece from a celestial being or one with celestial heritage. This will do 7d8 damage to the target.
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Posted Sep 30, 2021This is a great spell! I love it!