Spiteful Weapon
You create a connection between the target of the spell, an attacker that injured the target during the last 24 hours, and the melee weapon that caused the injury, all of which must be within range when the spell is cast.
For the duration of the spell, whenever the attacker takes damage while holding the weapon, the target must make a Charisma saving throw. On a failed save, the target takes the same amount and type of damage, or half as much damage on a successful one. The attacker can use the weapon on itself and thus cause the target to take identical damage. A self-inflicted wound hits automatically, but damage is still rolled randomly.
Once the connection is established, it lasts for the duration of the spell regardless of range, so long as all three elements remain on the same plane. The spell ends immediately if the attacker receives any healing.
Classes
slugspiteful-weapon
higher_levelThe target has disadvantage on its Charisma saving throws if **spiteful weapon** is cast using a spell slot of 5th level or higher.
page
range25 feet
target_range_sort25
componentsV, S, M
requires_verbal_componentsYes
requires_somatic_componentsYes
requires_material_componentsYes
materiala melee weapon that has been used to injure the target
can_be_cast_as_ritualNo
durationUp to 5 rounds
requires_concentrationYes
casting_time1 action
level_int3
spell_level3
schoolnecromancy
dnd_classCleric, Ranger, Sorcerer, Warlock, Wizard
archetype
circles
document__slugdmag
document__titleDeep Magic 5e
document__license_urlhttp://open5e.com/legal
document__urlhttps://koboldpress.com/kpstore/product/deep-magic-for-5th-edition-hardcover/