Level
1st
Casting Time
1 Bonus Action
Range/Area
Self
Components
V, S, M *
Duration
8 Hours
School
Conjuration
Attack/Save
None
Damage/Effect
Combat (...)

You conjure a weapon of your choice into your hand. The weapon can be made of any material you want and take any form you want but it must lack the heavy, reach and two-handed properties. The weapon cannot be used as a material component for a spell. The weapon can have the thrown, versatile, light and finesse properties if the form would reasonably permit such. If the weapon requires ammunition then the basic ammunition is created as part of each attack unless you choose to other suitable ammunition you already have. Any ammunition created by this weapon disappears after the attack it was created for is resolved - hit or miss. The weapon uses your spellcasting ability modifier for the attack and damage rolls. The weapon's damage die is a d8. If the weapon has the versatile property and is wielded with both hands for an attack, the damage die becomes a d10. The weapon deals either piercing, slashing or bludgeoning damage, your choice when you cast the spell - the weapon's form must make sense for the damage type chosen. You are considered proficient with the weapon, even if you normally would not be. The weapon counts as a spellcasting focus for you and you can provide Somatic components with the same hand that wields the weapon. If the weapon is not being held in your hand at the end of your turn it vanishes but the spell does not end. On your turns, while the spell is in effect, you can use a bonus action to summon the weapon to your empty hand.

When you cast the spell you must also choose either acid, cold, fire, lightning, thunder or poison damage. When you hit with an attack from this weapon you can choose to deal extra damage of this chosen type by expending a spell slot of 1st level or higher. You deal 1d8 damage of the chosen type for each level of the spell slot you chose to expend. This feature of the spell cannot be combined with other features that expend spell slots when hitting with a weapon, such as a Paladin's Divine Smite feature or the Warlock's Eldritch Smite invocation.

(Note: due to the variety of choices this will not add anything to the character sheet automatically - it is recommended to make a custom action : if you choose General, you will be able to have it use the spellcasting ability modifier.)

* - (an Arcane Focus, Component Pouch, Druidic Focus or Holy Symbol worth at least 5 gp which is consumed by the spell.)

Previous Versions

Name Date Modified Views Adds Version Actions
5/21/2021 1:16:57 AM
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1
Coming Soon
5/21/2021 2:34:05 AM
3
0
2
Coming Soon

Spell Tags: Creation Damage Combat

Available For: Bard (Legacy) Cleric (Legacy) Druid (Legacy) Ranger (Legacy) Sorcerer (Legacy) Warlock (Legacy) Wizard (Legacy)

Cyb3rM1nd

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