Magic


NEW SPELLS

Artificers have developed the several new spells that suit their magical propensities.

Align Weapon
1st-level transmutation
Casting Time: 1 bonus action
Range: Touch
Components: V, S
Duration: Concentration, up to 1 hour
You touch a weapon and select a mundane material like adamantine, cold iron, or silver. Until the spell ends, the weapon emulates the selected material for the purpose of interacting with creatures’ resistances, immunities, and vulnerabilities. Once per round as a bonus action, you can change the material that the weapon emulates.

Chill Metal
2nd-level transmutation
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (three one-inch glass rods)
Duration: Concentration, up to 2 minutes
Choose a manufactured metal object, such as a metal weapon or a suit of heavy or medium metal armor, that you can see within range. You cause the object to pulse with chilling waves of cold. Any creature in physical contact with the object takes 2d4 damage when you cast the spell. Until the spell ends, you can use a bonus action on each of your subsequent turns to cause this damage again.

If a creature is holding or wearing the object and takes damage from it, the creature must succeed on a Concentration saving throw when it takes damage or lose its ability to use reactions until after its next turn. Until the spell ends, the creature holding or wearing the object has disadvantage on attack rolls and ability checks until it drops or removes the item.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d4 for each slot level above 2nd.

Cure Damage
1st-level evocation
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous
A nonliving creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell only affects warforged characters, or creatures with the construct or undead types.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing is increased by 1d8 for each slot level above 1st.

Inflict Damage
1st-level evocation
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous
Make a melee spell attack against a nonliving creature you can reach. On a hit, the target takes 3d10 damage, which bypasses any resistance or immunity. This spell only affects warforged characters, or creatures with the construct or undead types.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing is increased by 1d10 for each slot level above 1st.

Rusting Grasp
2nd-level transmutation
Casting Time: 1 action
Range: Touch
Components: V, S, M (a piece of rusty iron)
Duration: Concentration, up to 1 minute
You cause a non-magical object of ferrous metal to rust. Choose a target like a metal weapon or a suit of heavy or medium metal armor, that you can see within range. For larger objects, only one cubic foot of material is affected.

On the round you cast the spell, you degrade the weapon by one stage. Until the spell ends, you can use a bonus action on each of your subsequent turns to degrade the target one more stage if it is within 60 feet of you. Each stage applies cumulative penalties to anyone attempting to use it. A weapon acquires a– 1 penalty to damage rolls per stage. A suit of armor gives its wearer a – 1 penalty to Armor Class per stage. Metal tools provide a – 1 penalty to their associated ability checks per stage. Other metal objects begin to visibly rust and degrade, and might suffer penalties at the discretion of the Dungeon Master.

These effects are permanent, even after the spell’s duration ends. An object is destroyed the fifth time it is degraded; the metal disintegrates into dust.

Transfer Enchantment
5th-level evocation (ritual)
Casting Time: 1 hour (common or uncommon), 2 hours (rare), 8 hours (very rare)
Range: Touch
Components: V, S, M (pearls worth at least 500 gp, which the spell consumes)
Duration: Instantaneous
You permanently transfer the magical qualities (properties, powers, and enhancement bonus) of an enchanted item into another object. You must maintain physical contact with both items for the duration of the casting. The time required varies based on the rarity of the enchantment effected.

This spell cannot transfer the magic from a sentient item, a legendary item, or an artifact. The receiving item must be a non-magical item and it must be one that the transferred enchantment can apply to. For example, a giant slayer has a requirement of “any axe or sword.” (Dungeon Master’s Guide, page 172.) This spell could transfer the magical properties of a giant slayer into a mundane axe or sword of any type, but not a mace or a lance.

Magic

The Irons of Khyber Randy Randy