Courses / AR / Mage Weapon
Mage Weapon
Code:
AR 121
Advised:
Level:
1
Study DC:
9
Spell
Time:
Fast action
Target:
Melee:touch (upgrades to ranged:sight)
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.
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.
Affinity:
When you learn this spell, choose which type of damage your Mage Weapon will deal. It can deal damage of an element or physical damage.
Whenever you cast this spell, it will normally be of the chosen type.
You can try to cast this spell using a different type, but must pass a DC 20 test of Spellcraft each time to change the type from what it normally is.
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.
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.
Affinity:
When you learn this spell, choose which type of damage your Mage Weapon will deal. It can deal damage of an element or physical damage.
Whenever you cast this spell, it will normally be of the chosen type.
You can try to cast this spell using a different type, but must pass a DC 20 test of Spellcraft each time to change the type from what it normally is.
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.
“A wizard is never unarmed.”
Name | Effort | Requires | Description |
---|---|---|---|
Unlock | 10 | You can cast Mage Weapon. | |
Range+ | 15 | Unlock | You can cast Mage Weapon anywhere in range:sight. |
Force Projection | 5 | Range+ | 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. |
Extra Credit
Weapon Tether
Effort: 5
Requires: Unlock
Using what you learned in this course, you can magically tether a weapon to you.
As a fast action or as part of an attack, you may Minor Spellburn 1 to cast a spell which teleports that weapon to your hand.
If you tether another weapon to yourself, the previous weapon stops being tethered to you.
As a fast action or as part of an attack, you may Minor Spellburn 1 to cast a spell which teleports that weapon to your hand.
If you tether another weapon to yourself, the previous weapon stops being tethered to you.
Conceal
Effort: 10
Requires: Weapon Tether
Using what you learned in this course, as an action, you can permanently enchant a weapon to conceal it, causing it to become invisible whenever it is not being touched by any creature.
If you use this magic to conceal another weapon, the previous weapon stops being concealed.
If you use this magic to conceal another weapon, the previous weapon stops being concealed.
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