Spell
Shards of Glass
Homebrew · EoR · 2024
- Level
- Cantrip
- School
- Conjuration
- Cast
- 1 action
- Range
- 30 feet
- Components
- V, S, M (glassblower's tools)
- Duration
- Varies (see below)
- Concentration
- no
- Ritual
- no
You are an expert of manipulating glass and its shards. You can create one of the following magical effects when you cast this cantrip:
Conjure Glass. You create an object made of glass that is not bigger than tiny and worth no more than 10 gp. The object stays intact for 10 minutes. If it's a weapon, you can wield it with the action you cast this spell, or using your action in subsequent turns with your spellcasting ability modifier and dealing 1d8 slashing damage with it. The weapon is counted as light. It also can be thrown (20/40 feet) at a creature or an object. When thrown, the glass shatters, and you choose a creature within 5 ft. of your target. It must succeed on a Dexterity saving throw or take half the damage you dealt to the original creature. When you throw it, the spell ends.
Fix. You can repair an object made of glass if it's broken. It can physically restore a magical item made from glass but can't restore its magical properties.
Mirror. You choose a surface no larger than 2 feet square. The surface magically becomes a mirror for 10 minutes. When you reach 5th level, while looking through the mirror, you are under the effects of the detect evil and good spell. When you reach 11th level, you can duplicate the see invisibility spell while looking through the mirror. When you reach 17th level, you can duplicate the effects of the sense spirit spell while looking through the mirror.
Exploding Glass. You target a nonmagical object made of glass or create one within range. It explodes and creatures within 5 feet of the object must succeed on a Dexterity saving throw or take 1d10 slashing damage from the shards. The damage increases by 1d10 when you reach certain levels: 5th level (2d10), 11th level (3d10), 17th level (4d10).
While an effect is active, you can't create another one. You can dismiss an active effect on your turn (no action required).