En5ider 378 - SPELLS Striking Magic

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Spells

Striking Magic
T
HE IDEA THAT THE DISCIPLINES OF WARRIORS

and mages do not overlap is an

archaic, demonstrably false notion.

Magic can be used to enhance almost

any mortal endeavor including the

arts of battle, and enterprising mages

(or those backed into corners) have

been enhancing their weapons with

magical effects since time immemorial.

It is a practice unlikely to slow down

anytime soon.

WRITING Peter Martin


COVER ART Rachel Maduro
EDITING Mike Myler
LAYOUT Frank Michienzi

Striking Magic  |  EN World EN5ider


Concealed Weapon Fast Scabbard
2nd-level transmutation (bard, sorcerer, wizard) 1st-level transmutation (bard, paladin, ranger, sorcerer,
Casting Time: 1 action warlock, wizard)
Range: Self Casting Time: 1 reaction, taken when you wish to
Components: V, S, M (a weapon) switch weapons
Duration: 8 hours Range: Self
When you cast this spell, you transform one Components: S
nonmagical weapon into a mundane object of roughly Duration: Instantaneous
equivalent size. For example you might change a You draw a weapon, sheathe a weapon, or sheathe
dagger into a book or a sword into a broom. As a one weapon and draw another. You may also don or
bonus action, you can grasp the item and utter a store a shield as part of this reaction.
command word you specified when casting the spell,
transforming it back into its original weapon form.
Once the weapon has resumed its normal form, the Flail From Beyond
spell ends. 4th-level necromancy (warlock, sorcerer, wizard)
Casting Time: 1 action
Range: Self
Enervating Smite Components: V, S, M (the skull of a Medium-sized
2nd-level necromancy (paladin) creature)
Casting Time: 1 bonus action Duration: Concentration, up to 1 minute
Range: Self When you cast this spell, the skull forms into the
Components: V head of a horrible flail shrouded in eldritch energies.
Duration: Concentration, up to 1 minute On a successful hit with the flail it deals 1d8 blud-
You strike your enemy with an accursed blow that geoning + 1d6 necrotic + 1d6 psychic damage + your
drains the strength from their limbs. Spellcasting ability modifier. It is a one-handed
The first time you hit with a melee weapon attack weapon with a reach of 15 feet and the finesse
during this spell’s duration, you deal an extra 2d8 property. In addition, within 10 feet of you, the light
necrotic damage and if the target is a creature it gains level drops one step. Bright light becomes dim
a level of exhaustion. This spell can leave a creature light, dim light becomes darkness, darkness
with a number of levels of exhaustion no greater than becomes magical darkness. You can see normally in
your proficiency bonus. If the target already has a the darkness created by this spell.
number of levels of exhaustion equalling or exceeding In addition, while the flail persists, you can use
your proficiency bonus, it does not gain more from an action to whirl it over your head. The skull emits
this spell. a horrible, unearthly shriek, forcing all creatures
within 30 feet to make a Charisma saving throw or be
Open Game Content | The game rule information in this frightened of you for 1 minute. At the end of each of
article is designated Open Game Content. All other material its turns, a frightened creature can repeat the saving
in this article, including maps and illustrations (including throw, ending the effect on itself on a success.
illustrations in the public domain), in-character and out-of-
character narrative and descriptive text, character and place
names, trade dress, “EN Publishing,” “EN World,” “EN5ider,”
EN Publishing product and article titles, and
EN World and EN Publishing logos, are designated
Product Identity.

Striking Magic  |  EN World EN5ider


Alternatively, you can use an action to command the Imaginary Knife
skull to bite a creature up to 15 feet away from you. Illusion cantrip (bard, sorcerer, wizard)
Make a melee weapon attack against the creature. Casting Time: 1 bonus action
On a hit, the creature takes damage as normal and is Range: Self
grappled. You can use a bonus action to pull a creature Components: V, S
grappled this way 10 feet toward you. The escape DC Duration: 1 minute
from the grapple is equal to your spell save DC. You create a wicked, invisible dagger out of pure
Finally, you can use an action to end the spell and will and wield it against your foes. The blade may be
throw the flail at a space within 40 feet of you. The imaginary but the pain is real. The weapon created by
flail detonates, dealing 2d6 necrotic and 2d6 psychic this spell is invisible, immaterial, and cannot be used
damage to creatures in a 10-foot radius. to interact with physical objects. In all other respects
it is a dagger, except it deals psychic damage instead
of piercing damage. When you throw the dagger, it
Gelid Saber immediately reforms in your hand after hitting or
2nd-level transmutation (druid, ranger, sorcerer, wizard) missing its target.
Casting Time: 1 action
Range: Self
Components: V, S Imprecatory Strike
Duration: Concentration, up to 1 minute Evocation cantrip (cleric)
You must be within 30 feet of a source of water, ice, Casting Time: 1 action
fog, mist, or steam to cast this spell. Range: 5 feet
You crystalize moisture in the environment into Components: V, M (a melee weapon)
a razor-sharp blade of pure ice. The simple weapon Duration: Instantaneous
deals 1d8 slashing damage + 1d6 cold damage and has You condemn your enemy with a divinely-infused
the finesse property. When you let go of the blade it curse as you strike them with your weapon.
vanishes and the spell ends. Make a melee attack with a weapon against one
creature within the spell’s range. On a hit, the target
takes damage as normal and the next time the crea-
Grand Sweep ture makes an attack roll or saving throw before the
2nd-level transmutation (bard, sorcerer, warlock, wizard) start of your next turn, roll a d4 and subtract the
Casting Time: 1 bonus action number rolled from the attack roll or saving throw.
Range: Self This spell’s damage increases when you reach
Components: V, M (a whip or melee weapon with the higher levels. At 5th level, the melee attack deals
two-handed or versatile property) an extra 1d4 radiant damage to the target, and the
Duration: Instantaneous damage increases by another 1d4 at 11th level and
Make a weapon attack against every creature in a 17th level.
15-foot cone originating from your space, with a sepa-
rate attack roll for each target.
At Higher Levels. When you cast this spell using
a spell slot of 5th level or higher, you make an attack
against every creature within 15 feet of you, with a
separate attack roll for each target.

Striking Magic  |  EN World EN5ider


Instant Shield Lightning Lash
Conjuration cantrip (cleric, druid) Evocation cantrip (sorcerer, warlock, wizard)
Casting Time: 1 action Casting Time: 1 action
Range: Self Range: 30 feet
Components: V, S Components: V, S
Duration: 1 hour Duration: Instantaneous
You summon and don a shield. The shield appears You shape a whip out of lightning and use it to
on your shield arm ready to be used, but the wood lash your foes, potentially scrambling their reflexes
or metal it is made of (your choice) is unadorned and in the process.
nonmagical. When the spell ends the shield dissi- Make a melee spell attack against a creature within
pates. If you already have a shield or off-hand weapon the spell’s range. On a hit, the target takes 1d6 light-
equipped, you cannot cast this cantrip. ning damage and must make a Constitution saving
When you reach 11th level, you can use a bonus throw. On a failed save, it has disadvantage on
action to cast this spell. Dexterity ability checks and saving throws until the
end of your next turn.
This spell’s damage increases by 1d6 when you reach
Launching Smite 5th level (2d6), 11th level (3d6), and 17th level (4d6).
3rd-level evocation (paladin)
Casting Time: 1 bonus action
Range: Self Mallet of the Earth
Components: V, S 4th-level conjuration (druid, ranger, sorcerer, wizard)
Duration: Concentration, up to 1 minute Casting Time: 1 action
The first time you hit with a melee weapon attack Range: Self
during the spell’s duration, the target takes an extra Components: V, S, M (a handful of dirt and stones)
3d4 force damage, and if the target is a creature you Duration: Concentration, up to 1 minute
launch it into the air. The creature flies 30 feet up and You summon up a massive maul made of packed
up to 30 feet away from you. If the creature strikes earth and stone. You are proficient with this weapon.
an object, such as a ceiling, it takes 1d6 bludgeoning It deals 4d6 magical bludgeoning damage and has the
damage for every 10 feet it was launched. Upon heavy and two-handed properties.
reaching the apex or striking an object, the creature When attacking with the weapon, you may choose
falls. A creature with a fly speed can use its reaction to have it deal 3d6 damage instead of 4d6. If you do so,
to make a Dexterity saving throw, catching itself in when you hit a creature that is your size or smaller, it
the air 10 feet above its starting position on a success. makes a Strength saving throw or is knocked prone.
Doing so makes it an easy target however, and attacks Finally, when you make an attack against a prone
against it gain advantage until the beginning of your creature that is your size or smaller, you may choose
next turn. to end concentration on the spell as part of the attack.
At Higher Levels. When you cast this spell using After dealing its damage, the maul discorporates into
a spell slot of 4th level or higher, the initial damage a heavy pile of loose earth that buries the creature
increases by 1d4, and the target is launched an addi- alive. A creature so buried is blinded, grappled, and
tional 10 feet for each slot level above 3rd. restrained until it uses an action to make a Strength
saving throw to free itself. On a failure, it begins
suffocating, but may continue to attempt to escape,
freeing itself on a success.

Striking Magic  |  EN World EN5ider


Mystical Harpoon Weapon of Enmity
1st-level transmutation (druid, ranger, sorcerer, wizard) 2nd-level transmutation (ranger)
Casting Time: 1 bonus action Casting Time: 1 reaction you take when you use a
Range: Self weapon attack to hit a creature that is a favored enemy
Components: V, M (a spear or trident) Range: Self
Duration: Concentration, up to 1 minute Components: V, M (a drop of blood)
A spectral chain attaches your weapon to your arm Duration: Concentration, up to 1 minute
as you gain supernatural ability to throw it and haul You imbue your weapon with your grim determi-
it back. nation to strike down those you have trained to hunt
While you are concentrating on this spell, the and slay.
thrown ranges of the weapon that you used to cast Your weapon attack deals an extra 2d6 damage and
this spell are doubled. the creature’s maximum hit points are reduced by an
In addition, after you make an attack, you can use equal amount. The reduction lasts until the creature
a bonus action to call the weapon back. If your last finishes a long rest.
attack was a hit, the creature you hit is pulled 10 feet At Higher Levels. When you cast this spell using a
closer to you if it is your size or smaller. spell slot of 3rd level or higher, the additional damage
increases by 1d6 for each slot level above 2nd, to a
maximum of 5d6 at 5th level.

Weapon of the Chosen


5th-level evocation (cleric, paladin, sorcerer, wizard)
Casting Time: 1 action
Range: Self
Components: V, S, M (a melee weapon)
Duration: Concentration, up to 1 minute
You thrust your weapon skyward, calling down
power from on high. Lightning strikes your weapon
and then arcs out to strike your foes. As you cast the
Warrior’s Prowess spell, choose a creature within 30 feet. Make a ranged
3rd-level transmutation (bard, cleric, sorcerer, wizard) spell attack against that creature. On a hit, the crea-
Casting Time: 1 action ture takes 5d6 lightning damage.
Range: Self For the remainder of the spell’s duration, your
Components: V, S weapon deals an extra 1d6 lightning damage.
Duration: Concentration, up to 1 minute At Higher Levels. When you cast this spell using
While this spell is active, you can attack twice, a spell slot of 6th level or higher, you may choose an
instead of once, whenever you take the Attack action. additional target for the initial ranged spell attack, and
If you have the Extra Attack feature, this spell’s effects the extra lightning damage applied to melee attacks
stack with it, but not with other spells. increases by 1d6 for each slot level above 5th. e

Striking Magic  |  EN World EN5ider

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