This document presents several spells that allow magic users to enhance their combat abilities or weapons with magical effects. The spells include options for concealing a weapon via transmutation, empowering a melee attack with necrotic energy, summoning a spectral flail, forming a blade of ice from nearby moisture, and animating a shield through conjuration. These spells demonstrate how magic can enhance warriors' arts of battle as magic and combat disciplines overlap.
This document presents several spells that allow magic users to enhance their combat abilities or weapons with magical effects. The spells include options for concealing a weapon via transmutation, empowering a melee attack with necrotic energy, summoning a spectral flail, forming a blade of ice from nearby moisture, and animating a shield through conjuration. These spells demonstrate how magic can enhance warriors' arts of battle as magic and combat disciplines overlap.
This document presents several spells that allow magic users to enhance their combat abilities or weapons with magical effects. The spells include options for concealing a weapon via transmutation, empowering a melee attack with necrotic energy, summoning a spectral flail, forming a blade of ice from nearby moisture, and animating a shield through conjuration. These spells demonstrate how magic can enhance warriors' arts of battle as magic and combat disciplines overlap.
This document presents several spells that allow magic users to enhance their combat abilities or weapons with magical effects. The spells include options for concealing a weapon via transmutation, empowering a melee attack with necrotic energy, summoning a spectral flail, forming a blade of ice from nearby moisture, and animating a shield through conjuration. These spells demonstrate how magic can enhance warriors' arts of battle as magic and combat disciplines overlap.
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
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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.
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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.
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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.
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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