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Infinite Arsenal

  • 9th-level conjuration
  • Casting Time: 1 action
  • Range: Self (120-foot radius)
  • Components: V, S, M (a platinum ingot worth at least 1,000 gp and a masterwork weapon)
  • Duration: Concentration, up to 10 minutes
  •   You open a shimmering portal to a vast, celestial armory, unleashing an overwhelming array of spectral weapon clones into the battlefield. This spell creates a wall of spectral weapons and allows you to control them for both offensive and defensive purposes.   Wall of Weapons:
  • Structure and Size: The conjured weapons form a 60-foot-long, 20-foot-high, and 5-foot-thick wall of shimmering spectral blades, spears, and other weapon types you designate. You can shape the wall as a straight line or curve it as you see fit.
  • Impassable Barrier: The wall counts as difficult terrain and heavily obscures the area behind it. Creatures attempting to pass through the wall must succeed on a Dexterity saving throw or take 10d8 force damage and be pushed back 15 feet. On a successful save, a creature takes half damage and moves through unimpeded.
  •   Offensive Control:
  • Launching the Arsenal: As a bonus action on your turn, you can command up to 10 weapons from the wall to launch at one or more targets within 120 feet. Each weapon makes a separate ranged spell attack using your spellcasting ability modifier. On a hit, each weapon deals 3d10 force damage. Targets struck by more than one weapon must succeed on a Strength saving throw or be knocked prone.
  • Massive Volley: As an action, you can unleash all remaining weapons in the wall at once. Each creature of your choice in a 60-foot cone must make a Dexterity saving throw, taking 12d10 force damage on a failed save or half as much on a successful one. The wall dissipates after using this feature.
  •   Additional Features:
  • Spectral Armor: While concentrating on this spell, you gain a +2 bonus to AC and resistance to nonmagical bludgeoning, piercing, and slashing damage as spectral shields and armor pieces orbit around you.
  • Weapon Properties: Spectral weapons mimic special properties of the original weapons used to form the armory (e.g., reach, finesse, etc.) but cannot replicate unique magical effects. If you used a magical weapon as a material component, one clone can be imbued with that weapon’s magical properties.
  • Ending the Spell: If your concentration is broken, the spectral weapons vanish, leaving no trace of their presence.

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