Level
2nd
Casting Time
1 Action
Range/Area
60 ft.
Components
V, S, M *
Duration
1 Minute
School
Conjuration
Attack/Save
Melee
Damage/Effect
Combat (...)

This spell requires an ordinary melee weapon (dagger, rusty sword, club, maxe, knife, staff, anything) .

During the spell, the weapon disappears and then appears in another location (within range), that the caster selected. The weapon is traversed by the energies of chaos and hisses and spins and changes shape in each round, as follow (roll d10):

  1. Scytche
  2. Longsword
  3. Warhammer
  4. Dagger
  5. Quarterstaff
  6. Scimitar
  7. Flail
  8. Greatsword
  9. Spear
  10. Whip

Damage to the weapon in all cases 1d10+ spellcasting ability modifier (it does not depend on its shape). The damage is non-magical,only the type of damage depends on the weapon (piercing, slashing, bludgeoning). Reaching the weapon 5 feet and its always attacks nearest target, be friend or enemy. The weapon can moves 20 feet in a round. It alwaysmoves to the nearest target, whether it can attack or not. The weapon cannot be controlled!

When the spell ceases, the weapon collapses to dust.

At Higher levels. When you cast this spell using spell slot of 3rd level or higher, the damage increase by 1d10 to every two slot levels above 2nd.

* - (any ordinary melee weapon)

Spell Tags: Damage Movement Combat Shapechanging

Available For: Warlock (Legacy) Wizard (Legacy) Cleric (Legacy) - War Domain (Legacy) Cleric (Legacy) - Arcana Domain Sorcerer (Legacy) - Wild Magic (Legacy) Fighter (Legacy) - Eldritch Knight (Legacy) Artificer (Legacy) - Battle Smith (Legacy)

CrCreo

Comments

Posts Quoted:
Reply
Clear All Quotes