Mythmaker's Grimoire - Sword Song

by Rashizar

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Sword Song

7th-level transmutation


  • Casting Time: 1 minute
  • Range: Touch
  • Components: V, S, M (5000 gp of diamond dust, a faerie flower which was buried with a knight or noble, and the sap of a tree from the Plane of Creation, which the spell consumes)
  • Duration: 1 day

Drawing on an ancient fey song of legend, you destine a weapon for greatness. When you cast the spell, you douse a shortsword, longsword, or greatsword in oil made from the material components while chanting the song. Then, before the spell ends, place the sword in a lake, on a mossy boulder, or in the trunk of a tree that is at least 500 years old. Whichever placement site you choose, it must be on the Feywild.

Once you do, over the next 10 days, the weapon undergoes a mystic transformation, fueled by fey spirits. During that time, no other creature can physically retrieve the sword from the site. The sword is magically protected in its place -- only a Wish spell or equivalent magic can free it from its bindings. After the transformation is complete, when you return to the site, the blade is gifted to you. If it was placed in a lake, a mythical being rises to hand it to you. If placed in a stone or tree, you will find the sword lodged within. Only you can pull the sword out with ease, where others would be unable to budge the sword from its place.

In its new form, the sword is a +3 weapon while you wield it. Additionally, it gains up to two minor and two major properties of your choice from the lists below. You can not choose the same property multiple times. These properties are only active while you are attuned to the sword and wielding it. The transformations last until dispelled, or until you cast this spell again.

A sword can only benefit from one instance of this spell at a time. If another creature casts the spell again on a sword which already benefits from this spell, the first set of transformations end on it.

At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, you can choose one additional minor and major property for each slot level above 7th.

Classes: Bard, Wizard

Minor Properties:

  • The sword glows with a radius of bright light up to 40 feet, and dim light to the same distance. You can summon, dismiss, expand, or dim the glow on your turn, once per turn (no action required).
  • While the sword is within 100 feet of you, you can summon it to your hand (no action required), causing it to teleport to you.
  • You can cast Thaumaturgy through the sword, using Charisma as your spellcasting ability.
  • You can speak, read, and write Elvish, Sylvan, and Primordial.
  • You have advantage on saving throws against being charmed, and magic can't put you to sleep.
  • You have Darkvision to a distance of 30 feet.
  • You gain proficiency in one skill of your choice.
  • You can breathe normally underwater. You gain a swim speed of 30 feet. You do not suffer disadvantage from attacking with the sword underwater.
  • You become immune to disease. Your maximum hit points increase by your proficiency bonus.
  • You always know which way is north. You always know the number of hours left before the next sunrise or sunset.

Major properties:

  • If the sword does not have the Heavy property, it gains the Light property.
  • If the sword has the Light property, it gains the Finesse property.
  • If the sword has the Heavy property, add your Strength modifier to damage rolls twice, instead of once.
  • The sword deals an additional 2d6 damage on a hit, the type of which you choose when you select this feature from acid, cold, fire, lightning, necrotic, poison, thunder, or radiant.
  • An aura of inspiration surrounds the sword. You and creatures of your choice within 15 feet of you who can see you have advantage on Wisdom and Charisma saving throws.
  • You have a +1 bonus to AC while you are not incapacitated.
  • Your visage becomes more beautiful and radiant. You gain a +2 bonus to Charisma ability checks made to interact with non-hostile creatures.
  • Choose one 1st level spell, subject to DM approval. You can cast the spell through the sword using Charisma. You must then complete a long rest before you can do so again.
  • Once per long rest, you can cast Misty Step through the sword.
  • Damage dealt by this sword counts as twice as much when determining the DC for a constitution saving throw to maintain concentration.
 

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