Darklight's Minor Planar Weapon
(Conjuration, Wild Magic)

Range:  0
Components:  V, S, M
Duration:  5d6 rounds
Casting Time:  1 round
Area of Effect:  Special
Saving Throw:  None

This spell summons a small weapon composed of planar energies. It is solid and non-damaging to the caster, but its substance is usually unusual. It typically takes the shape of a dagger, but can be any small-sized weapon the caster is proficient in. Its base damage is equal to that of a weapon, +1 of its type, as is its ability to hit, but it does 1d10 points of special damage based on its extraplanar energies. When this spell is cast, roll 1d100 and consult the table below to see what plane is drawn upon.
Note: when multipliers are given to damage, apply the multiplier only to the "special" planar damage of the weapon (1d10, usually), and when the description says that it can attack certain creatures "normally", then the special planar damage does not apply to that creature type.

01-50. Elemental plane. Roll 1d4 to determine which:
1. Air. The weapon can disperse 1-yard portions of a cloud of smoke or gas if swung at them, and can keep vaporous creatures at bay or attack aerial creatures normally. It does double damage to earth or rock based creatures.
2. Earth. The weapon petrifies a creature on a natural 20, if they fail a saving throw versus petrification. It does double damage to gaseous or aerial creatures, and can attack earth-based or rock-like creatures normally.
3. Fire. The weapon can set any flammable substance alight by merely touching it, and can melt ice at the rate of 3 cubic feet per round. It allows one to attack flame-based creatures normally, but does double damage to liquid creatures, water-based, or cold-using creatures.
4. Water. The weapon, if three successive hits are made on a single creature, can attempt to "drown" the creature (assuming it is air-breathing) by filling its lungs with water. Thereafter, it must make a successful Constitution check every hit or take an additional 2d6 drowning damage. It can extinguish normal fires by touch, and allows one to attack liquid creatures normally. It does double damage to fire-based creatures.

51-60. Para-elemental plane. Roll 1d4 to determine which:
1. Ice. The weapon causes a creature to freeze stiff for 3d4 rounds and take 3d4 extra damage if it hits on a natural 20. It can freeze up to 1 gallon of liquid per round of touch. It allows one to attack creatures of ice normally, but does double damage to earth-based and air-based creatures.
2. Magma. The weapon causes items struck to melt or become incinerated if they fail a saving throw versus magical fire. On a natural 20, it does triple damage to normal creatures (quadruple to vulnerable creatures). It allows one to attack lava creatures normally, but does double damage to water-based or air-based creatures.
3. Ooze. The weapon coats a creature with mud and slime, and on a natural 20, causes their lungs to fill up with ooze (they must then make Constitution checks for 6 rounds or take 1d6 drowning damage per round). It allows one to attack slime or ooze creatures normally, but does double damage to fire-based and air-based creatures.
4. Smoke. The weapon causes 2d4 extra suffocation damage on a natural 20. It can fill one 1-yard square per round with smoke, which functions as normal smoke (the wielder is immune to negative effects of generated smoke). It allows one to attack mist or smoke-based creatures normally, and does double damage to water or earth-based creatures.

61-70. Positive quasi-elemental plane. Roll 1d4 to determine which:
1. Lightning. The weapon knocks a creature back up to 4 yards on a natural 20, with a clap of thunder and 1d10 extra electrical damage. It allows one to attack electrical beings normally, and can do double damage to metallic, earth-based, or water-based creatures. Also, it is +4 to-hit against opponents with metal armour (because it is transmitted through such protections).
2. Minerals. The weapon on a natural 20 has a 50 percent chance of severing (as a sword of sharpness), otherwise the creature must save or be petrified. It allows one to attack crystalline or mineral creatures normally, but does double damage to air-based or particulate (dust or sand) creatures.
3. Radiance. The weapon turns an undead or shadow-creature on a natural 20, otherwise on a 20 it blinds a normal creature for 2d6 rounds. It emits light out to a 30-foot radius. It allows one to attack creatures of light or radiance normally, and does double damage to shadow-based creatures or undead.
4. Steam. The weapon causes a normal creature to pass out from heat exhaustion on a natural 20. It emits one 1-yard square per round full of vapour (which does not hinder the wielder at all). It allows one to attack mist or vaporous creatures normally, and does double damage to flame (not purely heat-based) creatures or to cold (not purely water-based) creatures.

71-80. Negative quasi-elemental plane. Roll 1d4 to determine which:
1. Ash. The weapon causes 2d6 extra cold damage on a natural 20. It lowers the temperature in a 20-foot radius by 15?F every round (except the caster's body temperature). It allows one to attack ash-based creatures normally, and does double damage to flame or heat-based creatures.
2. Dust. The weapon causes 2d6 extra deterioration damage on a natural 20. If held in contact with solid material, it breaks down half a cubic foot of such per round, leaving behind only fine dust. It allows one to attack particulate (sand or dust) creatures normally, and does double damage to crystalline, rock, or earth-based creatures.
3. Salt. The weapon causes 2d6 extra dehydration damage on a natural 20. If held in contact with organic materials, it desiccates them completely in 2 rounds. It allows one to attack salt elementals normally, and does double damage to water-based or liquid creatures.
4. Vacuum. The weapon causes 2d6 decompression damage on a natural 20. It sucks one 1-yard square per round full of air into oblivion (the caster has no problems breathing), creating medium winds and having worse effects in enclosed spaces. It allows one to attack creatures of vacuum normally, and does double damage to air-based creatures.

81-90. Border plane. Roll 1d2 to determine which:
1. Astral. The weapon is invisible, but ignores all physical barriers to attack. It can cut a creature's silver cord on a natural 20 (assuming they are projected). It does double damage to creatures from the astral plane. A normal creature isn't able to heal from its wounds unless magically healed (as the damage is to the being's aura).
2. Ethereal. The weapon is faintly visible as a ghostlike dagger, but ignores all physical barriers to attack. It attacks ethereal, spirit, or in-phase creatures for double damage. A normal creatures isn't able to heal from its wounds unless magically healed (as the damage is to the being's spirit).

91-95. Material plane. Roll 1d2 to determine which:
1. Negative material plane. The weapon drains one level or Hit Die of life energy on a natural 20. The weapon has no effect on undead creatures, but does double damage to creatures with a link to the positive material plane.
2. Positive material plane. The weapon causes its special damage as healing to any living being, but if the being is already at full hit points, this applies as "damage". This "damage" is actual, but does not count as pulling a creature below full hit points in terms of this spell. On a natural 20, it acts as a mace of disruption versus undead. Undead take double damage in any case from this weapon.

96-98. Outer plane. Roll 1d20 to determine which:
1. Seven Heavens. This weapon is gleaming white, and radiates golden light. It repels evil creatures as a fear spell, 5-yard radius. It does double damage to chaotic evil creatures, and cannot strike lawful good creatures. It can spray holy water upon command in a cone 5-foot base by 30 feet long with a 10-foot maximum spread.
2. Twin Paradises. This weapon is of entwined silver and white marble. It can cure serious wounds once per summoning upon lawful good and neutral good creatures, and cannot strike such. It does double damage to chaotic evil and neutral evil creatures.
3. Elysium. This weapon is of pure, glowing silver. It can turn undead and evil lycanthropes as a 9th-level priest. It does double damage to neutral evil creatures, and can disrupt undead creatures on a successful hit, although it cannot strike neutral good creatures.
4. Beastlands (Happy Hunting Grounds). This weapon is made of stout oaken wood. It radiates a 3-yard radius field of animal friendship aimed towards the caster. It cannot strike neutral good and chaotic good creatures, but does double damage to lawful evil and neutral evil creatures. It can cure light wounds to any normal plant or animal it touches, once per round.
5. Olympus. This weapon is made of fine, polished steel. It cannot strike chaotic good creatures, but does double damage to lawful evil creatures. It can create food and wine upon command, as the priest spell (cast at ninth level). It also does damage as if swung by one with 18/00 Strength.
6. Gladsheim. This weapon crackles with lightning and fire, and is made of fine steel. It cannot strike chaotic good and chaotic neutral creatures, but does double damage to lawful neutral and lawful evil creatures. It gives a +2 to-hit and -2 on AC to any chaotic good and chaotic neutral warrior within 3 yards.
7-9. Limbo. This weapon randomly shifts colour, composition, and radiance every round. It can strike any creature who can be hit by +3 weapons. Any spell effect directed at the wielder is changed into a wild surge. It randomly polymorphs any substance or object it touches once per round, and on a natural 20 polymorphs a creature randomly. It does double damage to lawful neutral creatures.
10. Pandemonium. This weapon is made of howling wind and darkness. On a natural 20, it blinds and confuses (as the spells) its target. It cannot strike chaotic neutral and chaotic evil creatures, but does double damage to lawful neutral and lawful good creatures.
11. The Abyss. This weapon drips acid and venom, and is seemingly composed of demon-parts. On a natural 20, it causes the target to save versus poison or take 2d20 poisonous acid damage, regardless of magical or natural resistance to poison or acid. It cannot strike chaotic evil creatures, but does double damage to lawful good creatures.
12. Tartarus. This weapon is composed of stagnant black liquid. On a natural 20, it causes complete amnesia which can only be removed by a heal. It cannot strike neutral evil and chaotic evil creatures, but does double damage to lawful good and neutral good creatures.
13. Hades. This weapon is composed of bone and blood. On a natural 20, the victim must save versus death magic or be transformed into an undead creature. It cannot strike neutral evil creatures, but does double damage to neutral good creatures.
14. Gehenna. This weapon is composed of mingled brimstone and shadow. It cannot strike neutral evil and lawful evil creatures, but does double damage to neutral good and chaotic good creatures. On a natural 20, it inflicts a rotting disease upon its victim (as per a mummy's touch).
15. Nine Hells. This weapon is composed of fire and brimstone. On a natural 20, the creature struck takes 2d20 flame damage, regardless of magical or natural resistance to fire. It cannot strike lawful evil creatures, but does double damage to chaotic good creatures.
16. Acheron. This weapon is made of cold iron which glows with a red radiance. On a natural 20, it paralyses its victim. It cannot strike lawful neutral and lawful evil creatures, but does double damage to chaotic good and chaotic neutral creatures.
17. Nirvana. This weapon is perfectly symmetrical along at least two axes, and appears to be made of grey crystal. On a natural 20, its victim is held for 2d6 rounds. It cannot strike lawful neutral creatures, but does double damage to chaotic neutral creatures.
18. Arcadia. This weapon appears to be made of wood which has been turned into precious metal. When it touches any poison or acid, the latter is instantly nullified. It cannot strike lawful good and lawful neutral creatures, but does double damage to chaotic neutral and chaotic evil creatures. It can cure poison once per round when it is touched to a creature.
19-20. Concordant Opposition. This weapon is of pure white crystal, fine steel, and polished obsidian intertwined. It cannot strike druids or other creatures who protect the balance. It does double damage to lawful good, chaotic good, chaotic evil and lawful evil creatures. Its attack ignores the defences of a creature whose powers are based on strong alignment, such as demons, paladins, and slaadi.

99-00. Unusual, demi-planar. Roll 1d4 to determine which:
1. Demi-plane of electromagnetism. The weapon is +5 to-hit against opponents clad in metallic armour. It can repel or attract metal objects with 15 Strength within a 3-yard radius at command. On a natural 20, it knocks an opponent back up to 6 yards for 2d6 extra impact damage. It does double damage to creatures of a ferrous composition.
2. Demi-plane of shadow. The weapon is actually only quasi-real, but appears to be made of solid blackness. A creature struck must disbelieve or take double actual damage. It does double damage against creatures of light or any illusory "beings". On a natural 20, blinds a creature for 2d6 turns.
3. Demi-plane of time. The weapon appears to be simply a wavering violet outline. It ages a creature 1 year for each point of damage accrued (random direction, 50% chance each hit of ageing older or younger). On a natural 20, it throws an opponent 1d4?1d100 rounds into the future (or the past - at the DM's option).
4. DM's option. This can be as strange as you like. It can be a weapon composed of the mists of Ravenloft, of the phlogiston, or of some far distant and really bizarre plane of the DM's own devising.

The material component is a carved ivory representation of the weapon to be generated, with runes representing the various planes of existence scribed upon it.

