Courses / AR / Mage Weapon
Mage Weapon
Advised:
Level:
1
Study DC:
9
Code:
AR 121
Mage Weapon Spell
Time:
Fast action
Range:
300 ft.
Cost:
Duration:
Until the caster rests or is defeated.
You conjure a weightless melee weapon made of crystallized magical energy from thin air, in a form of your choice. It deals damage appropriate to its form. While it has no weight, the weapon is solid and substantial. The weapon will float in place where it is summoned until acted upon by an outside force. A creature may equip the weapon as a fast action.
Forms:
You may choose to make the weapon Heavy, Medium, or Light.
If the weapon is Medium or Heavy, you can choose to also make it Long.
If the weapon is Light, you can choose to make it a Throwing weapon.
Heavy: Requires both hands to wield. Deals 1d12 damage. -1 to hit. Advantage on rolls against being disarmed.
Medium: Deals 1d8 damage when wielded in one hand, or 1d10 when wielded in both hands.
Light: Only requires one hand to wield. Deals 1d4 damage. +1 to hit.
Long: The weapon has 10 ft. reach, but the size of its damage die decreases by one step
(d12 -> d10 -> d8 -> d6 -> d4). Light weapons cannot be long.
Throwing: You can throw this weapon to make a ranged attack up to 20 ft. away, or 30 ft. with disadvantage. This weapon must be retrieved to attack with it again.
Scaling:
This weapon benefits from bonuses to weapon damage, but not bonuses to spell damage.
Suggested Backfire: The weapon shatters explosively, and you take one hit’s worth of damage from it.
Attacks with this weapon are weapon attacks, not spell attacks (the spell creates the weapon).
You may end this spell as a fast action.
Forms:
You may choose to make the weapon Heavy, Medium, or Light.
If the weapon is Medium or Heavy, you can choose to also make it Long.
If the weapon is Light, you can choose to make it a Throwing weapon.
Heavy: Requires both hands to wield. Deals 1d12 damage. -1 to hit. Advantage on rolls against being disarmed.
Medium: Deals 1d8 damage when wielded in one hand, or 1d10 when wielded in both hands.
Light: Only requires one hand to wield. Deals 1d4 damage. +1 to hit.
Long: The weapon has 10 ft. reach, but the size of its damage die decreases by one step
(d12 -> d10 -> d8 -> d6 -> d4). Light weapons cannot be long.
Throwing: You can throw this weapon to make a ranged attack up to 20 ft. away, or 30 ft. with disadvantage. This weapon must be retrieved to attack with it again.
Scaling:
This weapon benefits from bonuses to weapon damage, but not bonuses to spell damage.
Suggested Backfire: The weapon shatters explosively, and you take one hit’s worth of damage from it.
Attacks with this weapon are weapon attacks, not spell attacks (the spell creates the weapon).
You may end this spell as a fast action.
Favored Weapon Spell
Time:
One hour
Range:
5 ft.
Duration:
Permanent
You may enchant a weapon,
causing it to be invisible whenever it is not being touched by any creature,
and allowing you to teleport it to your hand as a fast action or as part of an attack.
You can only have one favored weapon at a time. If you cast this spell on another weapon, the previous weapon you cast it on loses this enchantment.
causing it to be invisible whenever it is not being touched by any creature,
and allowing you to teleport it to your hand as a fast action or as part of an attack.
You can only have one favored weapon at a time. If you cast this spell on another weapon, the previous weapon you cast it on loses this enchantment.
“A wizard is never unarmed.”
Name | Effort | Requires | Description |
---|---|---|---|
Unlock | 25 | You can cast Mage Weapon. You can cast Favored Weapon. |
|
Force Projection | 5 | You may spend your move to gain the ability to attack with a Mage Weapon you created without holding it for this turn. | |
Change Element | 5 | Unlock | You may choose the element of your Mage Weapons when you cast them. Whenever anything attacks using one of your Mage Weapons, you can change the element of that Mage Weapon as part of that attack. No test of Spellcraft required. |
Instant Armory | 0 | Unlock | When you successfully cast Mage Weapon, you may summon additional Mage Weapons within range by paying Spellburn 1 for each. |
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