You are on page 1of 7

WEAPON SPELL DESCRIPTIONS

SPELLS CELESTIAL SCIMITARS


3rd-level evocation

SOMETIMES YOU JUST NEED A Time: ​1 bonus action


POINTY STICK Range: ​Self
Components: ​V, S, M (a pair of marbles,
one white and one black)
Waves of thunderous force, arcs of glowing Duration: ​Concentration, up to 1 minute
lightning, and mystical accordances of sigils You evoke a pair of twin scimitars in each of
and runes--magic takes many shapes and your hands--one a blade of shimmering
forms. However, even the most avid moonlight and one of burning sunlight. The
spellcasters must admit that there’s a scimitars last for the duration. If you let go of
certain elegance to the simple sword: in the either blade, they disappear, but you can
eternal words of a certain warrior, “stick evoke the blade again as a bonus action.
them with the pointy end.” You can use your action to make a melee
This title is a collection of 15 spells spell attack with one or both blades. On a
designed to mimic physical weaponry, in the hit, the target takes 2d8 damage (radiant
same vein as the ​shadow blade a ​ nd f​ lame damage from the moonlight blade and fire
blade s​ pells. damage from the sunlight blade).
The blades each shed bright light in a
LIST OF SPELLS 10-foot radius and dim light for an additional
Celestial Scimitars 10 feet.
Dark Sickle
Fiendish Trident At Higher Levels. ​When you cast this spell
Flame Gauntlets using a spell slot of 5th level or higher, the
Force Quarterstaff damage increases by 1d8 for every two slot
Lightning Spear levels above 3rd.
Melf’s Caustic Crossbow
Otiluke’s Mystic Shield DARK SICKLE
Prismatic Blade 4th-level necromancy
Psionic Daggers
Radiant Mace Time: ​1 bonus action
Thunder Hammer Range: ​Self
Venomous Whip Components: ​V, S, M (a drop of blood)
Wind Blade Duration: ​Concentration, up to 1 minute
Winter’s Pike You condense deathly essence into a dark
sickle in your hand. The sickle lasts for the
duration. If you let go of the sickle, it
disappears, but you can evoke the sickle FLAME GAUNTLETS
again as a bonus action. 4th-level evocation
You can use your action to make a melee
spell attack with the sickle. On a hit, the Time: ​1 bonus action
target takes 4d6 necrotic damage. If this Range: ​Self
damage kills the target, you regain hit points Components: ​V, S, M (a single link of chain
equal to half the amount of damage dealt, mail)
as the sickle siphons the target’s life force. Duration: ​Concentration, up to 10 minutes

At Higher Levels. W ​ hen you cast this spell You wreathe your hands in chaotic flaming
using a spell slot of 6th level or higher, the force, forming a pair of fiery gauntlets. The
damage increases by 1d6 for every two slot gauntlets last for the duration. You can
levels above 4th. choose to dismiss the gauntlets as a free
action, and evoke them again as a bonus
FIENDISH TRIDENT action so long as you maintain
5th-level evocation concentration.
The gauntlets count as melee weapons
Time: ​1 bonus action with which you are proficient. They deal 3d6
Range: ​Self fire damage on a hit and have the light and
Components: ​V, S, M (a pinch of finesse properties. In addition, any objects
brimstone) you hold while wearing these gauntlets
Duration: ​Concentration, up to 1 minute ignite.
You evoke a fiery trident in your hand, At Higher Levels. ​When you cast this spell
brimming with fiendish energy. The trident using a spell slot of 6th level or higher, the
lasts for the duration. It counts as a melee damage increases by 1d6 for every two slot
weapon with which you are proficient. It levels above 4th.
deals 4d6 fire damage on a hit and has the
thrown (range 20/60) property. In addition, FORCE QUARTERSTAFF
you make attack rolls with this trident with 2nd-level evocation
advantage against celestial and otherwise
holy targets. Time: ​1 bonus action
If you drop the weapon or throw it, it Range: ​Self
dissipates at the end of the turn. Thereafter, Components: ​V, S
while the spell persists, you can use a Duration: ​Concentration, up to 10 minutes
bonus action to cause the trident to
reappear in your hand. You fashion a quarterstaff of magical force
in your hands. The quarterstaff lasts for the
At Higher Levels. W ​ hen you cast this spell duration. It counts as a simple melee
using a spell slot of 7th level or higher, the weapon with which you are proficient. It has
damage increases by 2d6. deals 2d6 force damage on a hit and has
the versatile (2d8) property.
Additionally, the quarterstaff is made of
solid magic. As a reaction, when made the
target of a spell attack roll, you can use your At Higher Levels. ​When you cast this spell
reaction to twirl the quarterstaff and grant using a spell slot of 8th level or higher, the
disadvantage to the attack. Doing so damage increases by 1d10.
dissipates the quarterstaff and ends the
spell immediately. MELF’S CAUSTIC CROSSBOW
If you drop the weapon or are disarmed of 5th-level evocation
it, it dissipates at the end of the turn.
Thereafter, while the spell persists, you can Time: ​1 bonus action
use a bonus action to cause the staff to Range: ​Self
reappear in your hand. Components: ​V, S, M (a fistful of rhubarb
leaf in an adder’s stomach)
At Higher Levels. W ​ hen you cast this spell Duration: ​Concentration, up to 10 minutes
using a spell slot of 4th level or higher, the
damage increases by 1d6 (and 1d8 when You create a mystical green crossbow that
wielded with two hands) for every two slot drips with shimmering acid in your hands.
levels above 2nd. The crossbow lasts for the duration. It
counts as a simple ranged weapon with
LIGHTNING SPEAR which you are proficient. If you let go of the
6th-level evocation crossbow, it disappears, but you can evoke
the crossbow again as a bonus action.
Time: ​1 bonus action While holding the crossbow, you can use
Range: ​Self your action to fire an acid arrow at a
Components: ​V, S, M (a small copper rod) creature within 90 feet of you. Make a spell
Duration: ​Concentration, up to 1 minute attack roll against the target. On a hit, the
target takes 6d4 acid damage immediately
You evoke a spear of crackling electricity in and 3d4 acid damage at the end of its next
your hand, which arcs and bends as if trying turn. On a miss, the target takes half as
to escape your grasp. The spear lasts for much of the initial damage and no damage
the duration. It counts as a simple melee at the end of its next turn.
weapon with which you are proficient. It
deals 4d10 lightning damage on a hit and At Higher Levels. ​When you cast this spell
has the thrown (range 20/60) property. In using a spell slot of 6th level or higher, the
addition, you have advantage on attack rolls damage (both initial and later) increases by
made with this spear against targets 1d4 for every slot level above 5th.
wearing metal armor.
If you drop the weapon or throw it, it OTILUKE’S MYSTIC SHIELD
dissipates at the end of the turn. Thereafter, 3rd-level evocation
while the spell persists, you can use a
bonus action to cause the spear to reappear Time: ​1 bonus action
in your hand. Range: ​Self
Components: ​V, S, M (a polished pearl)
Duration: ​Concentration, up to 10 minutes
You mold a circular plane of force in the Additionally, the blade sheds bright light in
shape of a shield. The shield lasts for the a 10-foot radius and dim light for an
duration. It does not count as armor for you, additional 10 feet.
but still provides you with a +2 bonus to AC
while held. At Higher Levels. ​When you cast this spell
If you drop the shield or are disarmed of it, using a spell slot of 8th level or higher, the
it dissipates at the end of the turn. damage increases by 1d8.
Thereafter, while the spell persists, you can
use a bonus action to cause the shield to
PSIONIC DAGGERS
reappear in your hand. 1st-level illusion

Time: ​1 bonus action


PRISMATIC BLADE
Range: ​Self
6th-level illusion
Components: ​V, S, M (a glass marble)
Time: ​1 bonus action Duration: ​Concentration, up to 10 minutes
Range: ​Self
You weave psychic energy into a pair of
Components: ​V, S, M (a kaleidoscope)
psionic daggers in your hands. These
Duration: ​Concentration, up to 1 minute
daggers last for the duration. They count as
You create a blade of prismatic colors, simple melee weapons with which you are
which whirls and shimmers in your hand. proficient. They deal 2d4 psychic damage
The blade lasts for the duration. If you let go on a hit and have the finesse, light, and
of the blade, it disappears, but you can thrown properties (range 20/60).
evoke it again as a bonus action. If you drop the daggers or throw them,
At the beginning of each turn, roll a d8 to they dissipate at the end of the turn.
determine the color of the blade. You can Thereafter, while the spell persists, you can
use your action to make a melee spell use a bonus action to cause the daggers to
attack with the blade. On a hit, the target reappear in your hands.
takes 5d8 damage of the type associated
At Higher Levels. ​When you cast this spell
with the blade’s color, as shown below.
using a spell slot of 3rd level or higher, the
damage increases by 1d4 for every two slot
d8 Color Damage Type
levels above 1st.
1 Red Fire
2 Orange Acid RADIANT MACE
4th-level evocation
3 Yellow Lightning
4 Green Poison Time: ​1 bonus action
5 Blue Cold Range: ​Self
Components: ​V, S
6 Indigo Force Duration: ​Concentration, up to 1 minute
7 Violet Necrotic
You summon a holy mace made of pure
8 White Radiant
radiant light. The mace lasts for the
duration. If you let go of the mace, it
disappears, but you can evoke the mace VENOMOUS WHIP
again as a bonus action. 4th-level transmutation
You can use your action to make a melee
spell attack with the mace. On a hit, the Time: ​1 bonus action
target takes 4d6 radiant damage. If the Range: ​Self
target is undead, it takes an additional 2d6 Components: ​V, S, M (a bundle of moss)
radiant damage. Duration: ​Concentration, up to 1 minute
The radiant mace shines with bright light
in a 10-foot radius and with dim light for a n A curled, thorny vine erupts from your palm,
additional 10 feet. fashioning itself into a venomous whip. The
whip lasts for the duration. It counts as a
At Higher Levels. W ​ hen you cast this spell melee weapon with which you are proficient.
using a spell slot of 6th level or higher, the It deals 4d6 poison damage on a hit and
damage (both normal and bonus) increases has the finesse and reach properties.
by 1d6 for every two slot levels above 4th. As the whip is part of your arm, you
cannot drop it or be disarmed of it. You can
THUNDER HAMMER choose to temporarily dismiss it as a free
3rd-level evocation action. Thereafter, while the spell persists,
you can use a bonus action to cause the
Time: ​1 bonus action whip to reappear in your hand.
Range: ​Self
Components: ​V, S At Higher Levels. ​When you cast this spell
Duration: ​Concentration, up to 1 minute using a spell slot of 6th level or higher, the
damage increases by 1d6 for every two slot
You shape a hammer made of raging levels above 4th.
thunder in your hands. The hammer lasts
for the duration. If you let go of the hammer, WIND BLADE
it disappears, but you can evoke the 3rd-level evocation
hammer again as a bonus action.
You can use your action to make a melee Time: ​1 bonus action
spell attack with the hammer. On a hit, the Range: ​Self
target takes 3d8 thunder damage, and must Components: ​V, S
make a Constitution saving throw or be Duration: ​Concentration, up to 1 minute
deafened until the end of its next turn.
Attacks with this hammer create a clap of You shape the very wind into a blade that
thunder, and are audible from up to 100 feet sits lightly in your hand. The blade lasts for
away. the duration. If you let go of the blade, it
disappears, but you can evoke the blade
At Higher Levels. W ​ hen you cast this spell again as a bonus action.
using a spell slot of 5th level or higher, the You can use your action to make up to
damage increases by 1d8 for every two slot three melee spell attacks with the blade. On
levels above 3rd. a hit, a target takes 1d8 slashing damage. If
all three hits are made against the same
target, that target must also make a
Strength saving throw or be pushed 10 feet increases by 2d8 for every two slot levels
away from you in a straight line by the force above 5th.
of the winds.

At Higher Levels. W ​ hen you cast this spell


using a spell slot of 5th level or higher, you
can make an additional melee spell attack
each turn for every two slot levels above
3rd.

WINTER’S PIKE
5th-level evocation

Time: ​1 bonus action


Range: ​Self
Components: ​V, S, M (a mint leaf)
Duration: ​Concentration, up to 1 minute

You pull the moisture from the air around


you and freeze it into a long, jagged spear
of ice in your hands. The spear lasts for the
duration. It counts as a melee weapon with
which you are proficient. It deals 3d8 cold
damage on a hit and has the heavy, reach,
and two-handed properties.
As an action, you can thrust the pike into
the ground and cause a field of icy spears to
erupt from the earth in a 20-foot radius
centered on you. Any creature in this radius
must make a Dexterity saving throw, taking
6d8 cold damage on a failed save or half as
much on a successful one. Doing so
destroys the pike and ends the spell
immediately.
If you drop the weapon or are disarmed of
it, it dissipates at the end of the turn.
Thereafter, while the spell persists, you can
use a bonus action to cause the pike to
reappear in your hand.

At Higher Levels. W ​ hen you cast this spell


using a spell slot of 7th level or higher, the
damage on a hit increases by 1d8 and the
damage dealt by the field of spears

You might also like