Gate of Babylon
Conjuration
- Level: Cantrip / Any level Spell
- Casting Time: 1 Bonus Action / Action
- Range: Self / 80 Feet
- Components: V, S
- Duration: Instantaneous
Upon casting this spell, a small extradimensional space briefly opens before you. The extradimensional space is capable of holding up to 5 items at first level but scales, but no other objects or creatures may enter the arsenal. If the arsenal is not full, you may fill it as part of casting the spell. When filling it, you may designate a number of weapons that you are carrying or that are within 5 feet of you and are not being carried by other creatures equal to the number of empty slots left in the arsenal. Ammunition appropriate to a weapon may also be stored in the arsenal, along with the weapon. These weapons are magically inserted into the extradimensional space. The caster is automatically attuned to all weapons stored in the gate but receive the benefits if they are outside of the gate
You may also withdraw weapons upon casting the spell. You may withdraw weapons from the arsenal in the same casting as you insert weapons. You may choose for a weapon to appear in your hand or to fall to the ground within 5 feet of you. You can withdraw any number of weapons from the arsenal. If you withdraw a weapon, you can replace it with a different weapon as part of the same spell.
Using an action you also have the ability to launch the weapons you have stored as a ranged spell attack. You can launch 3 weapons per spell slot used or you can use a cantrip to launch one and you can target any number of enemies as long as it doesn't out number the amount of weapons you have summoned. If you launch the weapons they will be returned back to your vault at the start of your next turn and cannot be destroyed in the meantime unless you do not want them to. They are magical for the purpose of overcoming resistances and immunities.
Damage for Summoned Weapons
Roll the damage for each summoned weapon for example: 5 daggers are each 1d4 so total of 5d4 dice are rolled. Roll for a ranged spell attack for each weapon summoned. When launching a magical weapon it may trigger the magical effect of the weapon.
At Higher Levels. For every level after 1st you gain 5 more slots in your arsenal. When you reach 5th level this is increased to 10 slots and when reaching level 10 it is increased to 15. When you cast the ranged part of the spell using a spell slot of 2nd level or higher you summon 3 additional weapons and increase the range by 20 feet for each slot level above 1st.
A wizard, sorcerer spell
