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Metal Spells

Here are some Ferramantic spell options, otherwise called metal magic. Hopefully these forge some ideas for your games. Metal magic is known for never requiring Verbal components, making it a potent choice amongst assassins.


Living Weapon

Transmutation Cantrip (Sorcerer, Wizard)
Casting Time: Action
Range: Touch
Components: S
Duration: Instantaneous

You transmute one of your limbs into deadly metal. Make a melee spell attack against a target within reach. On a hit, the target takes 1d8 Bludgeoning, Piercing or Slashing damage and based on which damage type you chose receives the following effect:

  • Bludgeoning. Disorientating the target, it has Disadvantage the next ability check it makes before the end of your next turn.
  • Piercing. Piercing the target, it subtracts 1d4 from the next attack roll it makes before the end of your next turn.
  • Slashing. Cutting the target, it’s Speed is reduced by 10 foot until the end of your next turn.

Cantrip Upgrade. The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8) and 17 (4d8).


Weapon Warp

Level 1 Transmutation (Wizard)
Casting Time: Action or Ritual
Range: Touch
Components: S
Duration: 10 minutes

You transmute a weapon that you can touch. If you attempt to transmute the weapon of an unwilling creature, you must make a Melee spell attack to do so. On a miss the spell fails. When you transmute a weapon, it gains one of the following effects for the duration, or until you cast this spell again:

  • The weapon shines with a quality denoting master craft. For the duration it becomes a magic weapon with a +1 bonus to damage rolls.
  • The weapon decays and erodes. For the duration it subtracts 1d4 from damage rolls.

Dynamic Blade

Level 2 Conjuration (Sorcerer, Wizard)
Casting Time: Bonus Action
Range: Self
Components: S
Duration: Concentration, up to 1 minute

You conjure a gleaming length of metal that takes shape into a dangerous blade that can extend in length. This magic sword lasts until the spell ends. It counts as a simple melee weapon with which you are proficient. It deals 2d8 Slashing damage on a hit and has the Reach and Thrown (30/90) properties.

If you drop the weapon or throw it, it dissipates at the end of the turn. Thereafter, while the spell persists, you can use a bonus action to cause the sword to reappear in your hand.

Using a Higher-Level Spell Slot. When using a level 3 or 4 slot, the damage increases to 3d8. When using a level 5 or 6 slot, the damage increases to 4d8. When using a level 7 or higher slot, the damage increases to 5d8.


Shimmering Steel

Level 3 Conjuration (Sorcerer, Wizard)
Casting Time: Action
Range: 60 feet
Components: S, M (a piece of serrated iron)
Duration: Concentration, up to 1 minute

You conjure a shimmering spectral sword that lasts for the duration. It appears at a point within range and immediately slices through a 20 foot long, 5 foot wide Line originating from it, moving to the end of the Line. Each creature in the line must make a Dexterity saving throw, taking 3d8 Slashing damage on a failure or half as much on a success.

Until the spell ends, you may use a Magic action to cause the sword to slice again, moving it through a new Line originating from its space.

Using a Higher-Level Spell Slot. The damage increases by 1d10 for each spell slot level above 3.


Metal Meld

Level 4 Transmutation (Sorcerer, Wizard)
Casting Time: Action
Range: Self
Components: S, M (a silver bracelet worth 1000+ GP)
Duration: 1 hour

For the duration you become metallic. You retain your bodily features and are identifiable, however you are evidently made of metal. Whilst metallic you gain Resistance to Bludgeoning, Piercing and Slashing damage, but you gain Vulnerability to Fire and Lightning damage and any Speeds you have are reduced by 5 feet. Additionally, you can walk through metal objects. You cannot stop inside of a metal object. If you end your turn inside of a metal object, you take 3d10 Force damage, you are shunted to the nearest unoccupied space and the spell ends.


Blade Bombardment

Level 5 Evocation (Sorcerer, Wizard)
Casting Time: Bonus Action
Range: Self
Components: S, M (a bladed weapon)
Duration: Concentration, up to 1 minute.

You create 4 razor sharp blades of metal that fly around your body. You may have them resemble swords or any other suitable object. Whilst these blades circuit you, creatures that hit you with a melee attack or end their turn within 5 foot of you take 2d4 Slashing damage for each blade. A creature takes this damage only once per turn.

As a Magic action you may send any number of these blades at a target creature you can see within 60 feet of you. Make a ranged spell attack. The target takes 2d8 Slashing damage for each blade you sent at them. Hit or miss, those blades are then expended.

This spell ends early if the last blade is expended.

Using a Higher-Level Spell Slot. The number of blades you create increases by 1 for each spell slot level above 5.


Kings Shield

Level 8 Abjuration (Wizard)
Casting Time: 1 minute
Range: Touch
Components: S, M (a royal crest)
Duration: Concentration, up to 1 hour.

The signature spell of Ushume of Albion, hand of the first king.

You create a shield that orbits around a target creature within range. The shield is translucent with two swords crossed behind it, that unsheathe in combat.

For the duration, the target gains a +2 bonus to their AC and has Resistance to all damage, except Pyschic, Necrotic and Radiant. Additionally the target’s melee weapon attacks deal an additional 2d10 Slashing damage.

When the target fails a saving throw or is hit by an attack, as a Reaction, you may cause them to automatically succeed the saving throw, or cause the attack to miss. Whenever you use this Reaction, you must make a Concentration saving throw to maintain this spell.

Using a Higher-Level Spell Slot. If you use a level 9 spell slot to cast this spell, it no longer requires Concentration.

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