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Dimensional Slash

3rd-level conjuration
New Spells: Weapon Magic Classes: Bard, Ranger, Sorcerer, Weaveknight, Wizard
Casting Time: 1 action
In this document, we present a variety of spells themed Range: Self(15-foot cone)
around the combination of spellcraft and weapon use. These Components: S, M (a melee weapon you are proficient with
spells are focused in the arcane variety of such practices, and worth at least 1 sp)
will be included in the upcoming compendium "Complete Duration: Instantaneous
Arcane Player's Guide" .
You brandish the weapon used in the spell's casting and
Blade Mirage unleash a slash, cutting through dimensions. Each creature
1st-level illusion in a 15-foot cone must make a Constitution saving throw. A
creature takes force damage equal to the damage dice of the
Classes: Bard, Ranger, Sorcerer, Weaveknight, Wizard weapon used in the spell's casting plus an additional 4d6
Casting Time: 1 bonus action force damage on a failed save, or half as much damage on a
Range: Touch successfull one.
Components: S, M (a melee weapon you are proficient with This spell also affects creatures in the ethereal plane.
worth at least 1 sp) At Higher Levels. When you cast this spell using a spell
Duration: Concentration, up to 1 minute slot of 4th level or higher, the damage increases by 1d6 for
You touch the weapon used in the spell's casting and imbue each slot level above 3rd.
it with illusory magic. When you cast the spell and as a bonus
action on subsequent turns until the spell ends, you can Enervation Strike
cause illusory copies of the weapon to assault a creature of 1st-level necromancy
your choice you can see, forcing it to make an Intelligence Classes: Bard, Ranger, Sorcerer, Weaveknight, Wizard
saving throw. On a failed save, you gain advantage on the next Casting Time: 1 action
attack you make with the weapon against the target before Range: Touch
the end of the current turn. Components: S, M (a melee weapon you are proficient with
As an action, a creature that can see you can make an worth at least 1 sp)
Intelligence (Investigation) check against your spell save DC. Duration: Instantaneous
If it succeeds, you can no longer gain advantage on attacks
with the weapon against that creature with this spell for the You touch the weapon used in the spell's casting and imbue
duration. it with necrotic energy, after which you perform a powerful
Creatures that are blind, don't rely on sight to percieve their strike against a creature you can reach with the weapon.
surroundings, such as with blindsight, or can see through Make a melee attack against the target with the weapon used
illusions, such as with truesight, are immune to the effects of in the spell's casting. On a hit, the target suffers the weapon
this spell. attack's normal effects and takes an additional 2d6 necrotic
damage, and you regain hit points equal to half the amount of
necrotic damage dealt.
At Higher Levels. When you cast this spell using a spell
slot of 2nd level or higher, the damage increases by 1d6 each
slot level above 1st.

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Mystic Blade Charge Vortex Strike
2nd-level conjuration 5th-level conjuration
Classes: Bard, Ranger, Sorcerer, Weaveknight, Wizard Classes: Bard, Ranger, Sorcerer, Weaveknight, Wizard
Casting Time: 1 action Casting Time: 1 action
Range: Self (60-foot radius) Range: Self (30-foot radius)
Components: S, M (a melee weapon you are proficient with Components: S, M (a melee weapon you are proficient with
worth at least 1 sp) worth at least 1 sp)
Duration: Instantaneous Duration: Instantaneous
You brandish the weapon used in the spell's casting and You brandish the weapon used in the spell's casting and
transform into a torrent of ethereal arcane energy. Choose a then vanish to strike through dimensions. Choose up to five
creature you can see within range. You teleport to an creatures you can see within 30 feet of you. Make a melee
unoccupied space of your choice you can see within 5 of the attack against each target with the weapon used in the spell's
target. casting. On a hit, a target suffers the weapon attack's normal
When you finish teleporting, you can make a weapon attack effects and takes an additional 5d10 force damage.
with the weapon used in the spell's casting against the target. You can then teleport to an unoccupied space you can see
On a hit, the target suffers the weapon attack's normal effects within 5 feet of one of the targets you hit or missed.
and takes an additional 2d6 force damage.
Additionaly, immediately after you finish teleporting, the Warp Strike
path in a 5-foot wide line between the space you left and the 1st-level conjuration
space you appear in is ravaged by arcane energy. Any Classes: Bard, Ranger, Sorcerer, Weaveknight, Wizard
creature within 5 feet of the line, excluding you and the Casting Time: 1 action
target, must make a Dexterity saving throw. On a failed save, Range: Self (60-foot radius)
a creature takes force damage equal to the damage dice of Components: S, M (a melee weapon you are proficient with
the weapon plus your spellcasting ability modifier. worth at least 1 sp)
At Higher Levels. When you cast this spell using a spell Duration: Instantaneous
slot of 3rd level or higher, the range of the spell increases by You brandish the weapon used in the spell's casting and
30 feet and the damage increases by 1d6 for each slot level then slash with it, warping space. Choose a creature you can
above 2nd. see within 60 feet of you. Make a melee attack against the
Retaliating Counter target with the weapon used in the spell's casting. On a hit,
2nd-level conjuration the target suffers the weapon attack's normal effects and
takes an additional 2d6 force damage.
Classes: Bard, Ranger, Sorcerer, Weaveknight, Wizard At Higher Levels. When you cast this spell using a spell
Casting Time: 1 reaction, which you take when a creature slot of 2nd level or higher, the damage increases by 1d6 and
that you can see within the spell's range deals damage to the range increases by 10 feet for each slot level above 1st.
you
Range: 30 feet Whirlwind Slash
Components: S, M (a melee weapon you are proficient with 2nd-level evocation
worth at least 1 sp) Classes: Bard, Ranger, Sorcerer, Weaveknight, Wizard
Duration: Instantaneous Casting Time: 1 action
You brandish the weapon used in the spell's casting and Range: 60 feet
vanish to perform a retaliating strike. You teleport to an Components: S, M (a melee weapon you are proficient with
unoccupied space you can see within 5 feet of the creature worth at least 1 sp)
that dealt damage to you and can immediately make a Duration: Instantaneous
weapon attack against it with the weapon used in the spell's You brandish the weapon used in the spell's casting and
casting. perform three powerful slashes in quick succession, sending
At Higher Levels. When you cast this spell using a spell a razor sharp torrent of wind towards a creature of your
slot of 3rd level or higher, the range of the spell increases by choice you can see within range with each slash. You can
30 feet for each slot level above 2nd and on a hit, the weapon direct all slashes towards the same target, or towards
attack you make as part of casting this spell deals an extra different targets.
1d8 force damage for each slot level above 2nd. For each slash, make a melee weapon attack with the
weapon used in the spell's casting. On a hit, the target of a
slash suffers the attack's normal effects and is pushed 10 feet
away from you.
At Higher Levels. When you cast this spell using a spell
slot of 3rd level or higher, you can perform one additional
slash for each slot level above 2nd.

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Wondrous Projectiles
5th-level transmutation Fan Content Policy
Classes: Ranger, Weaveknight, Wizard This work is unofficial Fan Content permitted
under the Fan Content Policy. Not
Casting Time: 1 bonus action approved/endorsed by Wizards. Portions of the
Range: Touch materials used are property of Wizards of the
Components: S, M (a ranged weapon with the ammunition Coast. ©Wizards of the Coast LLC.
property you are proficient with worth at least 1 sp)
Duration: Concentration, up to 1 minute Credits
You touch and transmute the weapon used in the spell's Created by Chronicle of Heroes
casting. Until the spell ends, the weapon ignores the loading Art Credit: The Royal Scions - Paul Scott Canavan
property if it has it. If you load no ammunition in the weapon, Supporting Us
it produces its own, automatically creating one piece of magic
ammunition when you make a ranged attack with it, which Like our work? You can get it all in one place by
deals an additional 2d6 force damage on a hit. The joining our Patreon , as well as participate in voting
ammunition created by the weapon vanishes the instant after polls on what we do next, gain access to patron-
it hits or misses a target, or when the spell ends. If the exclusive options and more!
weapon leaves your possession, the spell ends.
When you make a ranged attack with the weapon using a
piece of magic ammunition created by the weapon, you can
enchant the piece of ammunition as part of the attack, giving
it one of the following effects:
Disintegration. A creature hit by the piece of ammunition
takes an additional 4d6 force damage. If this damage reduces
a creature to 0 hit points, the target is disintegrated.
Displacement. A creature hit by the piece of ammunition
must succeed on a Charisma saving throw or be teleported to
an unoccupied space you can see within 30 feet of its
location.
Enthrallment. A creature hit by the piece of ammunition
must make a Wisdom saving throw, and it does so with
advantage if you or your companions are fighting it. If it fails
the saving throw, it is charmed by you until the spell ends or
until you or your companions do anything harmful to it. The
charmed creature is friendly to you. When the spell ends, the
creature knows it was charmed by you.
Vacuum. A creature hit by the piece of ammunition and all
creatures within 30 feet of it must make a Constitution saving
throw. On a failed save, they take 4d6 thunder damage and
are deafened until the spell ends. On a successful save, they
take half as much damage and are not deafened. Deafened
creatures can repeat this saving throw at the end of each of
their turns, ending the effect on themselves on a success.
Wraithstrike
3rd-level transmutation
Classes: Bard, Ranger, Sorcerer, Weaveknight, Wizard
Casting Time: 1 bonus action
Range: Touch
Components: S, M (a weapon you are proficient with worth
at least 1 sp)
Duration: Concentration, up to 1 minute
You touch and transmute the weapon used in the spell's
casting. Until the spell ends, whenever you make a weapon
attack using the weapon, if the target is wearing nonmagical
armor or no armor at all (even if it has natural armor), you
treat its AC as 10 + their Dexterity modifier.
Magical armor as well as magical effects that increase the
target's AC can't be bypassed with this spell (such as the
mage armor and shield spells) .

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