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

From Epic Path
Jump to navigation Jump to search
m (Undo revision 151728 by Bstern (talk))
m (unbreak)
 
Line 104: Line 104:
:* 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.   

Latest revision as of 02:23, 5 January 2021

Level: Sorcerer/Wizard 1
School: Transmutation

Casting

Casting Time: Standard Action, or the first attack of a Full Attack Action
Components: V, S, F (A mundane weapon of the appropriate type, see Weapons for prices.)

Effect

Range: Touch
Target or Area: one creature, wielding a mundane (non-magical) weapon
Duration: Until the end of your next full night's rest
Saving Throw: No saving throw granted
Save DC: -
Spell Resistance: Yes

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 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.
This spell lays an arcane charge on its target(s). If the targets are something other than you or another creature (such as an object or area), the spell lays an arcane charge on you, the caster. Targets which already have an arcane charge present must choose which to keep if the new spell has the same charge type. Only one arcane charge can ever be present on a target at a time.

Mana Burn Circle Damage

Spell Circle Burn Cost Req'd Char Level Base Dice Max Dice
0 N/A N/A 1d4 per 2 character levels max of 4d4 at character level 8
1 N/A 1st 1d6 per character level max of 4d6 at character level 4
2 +1 3rd 1d6 per character level max of 6d6 at character level 6
3 +1 5th 1d6 per character level max of 10d6 at character level 10
4 +1 7th 1d6+1 per character level max of 12d6+12 at character level 12
5 +1 9th 1d6+1 per character level max of 15d6+15 at character level 15
6 +1 11th 1d6+2 per character level max of 16d6+32 at character level 16
7 +1 13th 1d6+2 per character level max of 20d6+40 at character level 20
8 +1 15th 1d6+3 per character level max of 21d6+63 at character level 21
9 +1 17th 1d6+3 per character level max of 25d6+75 at character level 25
10 +1 19th 1d6+4 per character level max of 25d6+100 at character level 25
11 +1 21st 1d6+5 per character level max of 25d6+125 at character level 25
12 +1 23rd 1d6+6 per character level max of 27d6+162 at character level 27
13 +1 25th 1d6+7 per character level max of 27d6+189 at character level 27
14 +1 27th 1d6+8 per character level max of 29d6+232 at character level 29
15 +1 29th 1d6+9 per character level max of 29d6+261 at character level 29
16 +1 31st 1d6+10 per character level max of 30d6+300 at character level 30
17 +1 33rd 1d6+11 per character level max of 30d6+330 at character level 30
18 +1 35th 1d6+12 per character level max of 30d6+360 at character level 30