Magic Weapon (Sorcerer/Wizard Spell): Difference between revisions

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:* everything else.  
:* everything else.  


: This spell allows any weapon in the above categories to behave in combat like any other weapon in the same category. A shortbow can be transformed into a Composite Stonebow, for example, but not a Light Crossbow.  Conversely, a Light Crossbow can be made to perform like a Hand Onager, Mighty and all, but not a Longsword. A Longsword could be made into a Heavy Mace, but not a Greatsword, etc. The GM adjudicates any unusual choices.  Pesky Garrotes…
: This spell allows any weapon in the above categories to behave in combat like any other weapon in the same category. A shortbow can be transformed into a Composite Stonebow, for example, but not a Light Crossbow.  Conversely, a Light Crossbow can be made to perform like a Hand Onager, Mighty and all, but not a Longsword. A Longsword could be made into a Heavy Mace, but not a Greatsword, etc. The GM adjudicates any unusual choices.  Pesky [[Garrote_(Weapon)|Garrotes]…


: This magically transformed weapon cannot mimic any material properties such as dweomermetals or dural stone, but it faithfully creates all [[Weapon Qualities]] such as Adaptive Reach, Mighty, or Battering, and inflicts the usual damage type and amount for the weapon chosen. If a projectile weapon is modified in this way, it must be supplied with ammunition and reloaded as normal.  A ''Magic Weapon'' may be Tiny, Small, Medium, or Large.   
: This magically transformed weapon cannot mimic any material properties such as dweomermetals or dural stone, but it faithfully creates all [[Weapon Qualities]] such as Adaptive Reach, Mighty, or Battering, and inflicts the usual damage type and amount for the weapon chosen. If a projectile weapon is modified in this way, it must be supplied with ammunition and reloaded as normal.  A ''Magic Weapon'' may be Tiny, Small, Medium, or Large.   

Revision as of 02:22, 5 January 2021

{{Template:WizardSpell

| Alchemist=

| Bard=

| Cleric=

| Druid=

| Paladin=

| Ranger=

| Sorcerer/Wizard=1

| School=Transmutation

| CastTime=Standard

| Components=V, S, F (A mundane weapon of the appropriate type, see Weapons for prices.)

| Range=Touch

| Target=one creature, wielding a mundane (non-magical) weapon

| Duration=Day

| Save=None

| Save-DC=None

| Lays-Charge=Y

| Lays-Dual-Charge=

| Charge-Notes=

| SR=Y

| Description =You cast this spell in ringing, triumphant tones, a work-chant of magic. As you cast, you handle a weapon, and under your ministrations, it flows and reforms like clay, although it is made of leather and wood and stone and steel, until it is another weapon entirely.

You choose any mundane (non-magical) weapon from one of the following classes of Weapons:
  • light melee,
  • one-handed melee,
  • two-handed melee,
  • thrown weapon of any sort
  • projectile, bow,
  • projectile, crossbow,
  • everything else.
This spell allows any weapon in the above categories to behave in combat like any other weapon in the same category. A shortbow can be transformed into a Composite Stonebow, for example, but not a Light Crossbow. Conversely, a Light Crossbow can be made to perform like a Hand Onager, Mighty and all, but not a Longsword. A Longsword could be made into a Heavy Mace, but not a Greatsword, etc. The GM adjudicates any unusual choices. Pesky [[Garrote_(Weapon)|Garrotes]…
This magically transformed weapon cannot mimic any material properties such as dweomermetals or dural stone, but it faithfully creates all Weapon Qualities such as Adaptive Reach, Mighty, or Battering, and inflicts the usual damage type and amount for the weapon chosen. If a projectile weapon is modified in this way, it must be supplied with ammunition and reloaded as normal. A Magic Weapon may be Tiny, Small, Medium, or Large.
This weapon may be wielded by you or an ally whom you touch as the spell is cast. Once magically transformed, the weapon cannot then be given to another, although it can be disarmed and then picked up again by the same user without penalty. If Sundered, a Magic Weapon is broken, but may be repaired as normal, if the repair is completed before your next full night's rest.
You or the creature you touch may use this weapon to make attacks as if it were an actual weapon of the transformed type, dealing normal damage for a weapon of its type and the wielder's level. Proficiency is required or penalties accrue, and any feats (such as Weapon Specialization) or abilities (such as a Fighter's Exacting Strikes or a Monk's Echoing Strike) the wielder possesses that apply to the Magic Weapon work normally.
The weapon may be used for Sunder combat maneuvers as normal.
If an attacked creature has Spell Resistance (SR), the caster must make a Caster Check as a free action against that SR the first time the Magic Weapon strikes it. If the weapon is successfully resisted, the spell is dispelled. If not, the target is wounded as normal.
At 1st level, the Magic Weapon gains a +1 Arcane Bonus to to-hit and damage, and if a Thrown Weapon, has the Returning Property, as normal. At 5th level, the weapon gains a +2 Arcane Bonus. At 9th-level, you may increase the Arcane Bonus to +3. At 13th the bonus becomes +4, at 17th, +5, at 21st +6, at 25th level +7, at 29th level +8, and at 33rd level, +9.
The spell ends at the end of your next full rest, regardless of if it is in your possession or not.

| ShortDesc=Transform a weapon into a similar sort of weapon that is better suited for yourself or for allies.

| Reviewed=Y}}