Spiritual Weapon 5e Tactics

Spiritual Weapon 5e is the choice spell for players who want to deal effective force damage to enemies from a distance — a great spell that (surprisingly) isn’t concentration based, and only costs a bonus action.


Picture this scenario: you’re a cleric exploring the grimy streets of the kingdom’s destitute reaches. You see a woman being cornered into an alley, the brigands planning to beat her and take her money. They ignore your shouts, so you instead cast a powerful evocation spell. When the woman opens her eyes, she sees you and a floating broadsword — and the brigands lying unconscious (or dead) on the ground. 


What did you do? You cast Spiritual Weapon 5e, a classic 2nd-level evocation spell that lets you make a ranged attack. If you’re a new player to TTRPGs or a dungeon master in training, I’ll share a guide about the Spiritual Weapon 5e effect and how you can use it to your advantage in this 5e strategy guide.

Spiritual Weapon 5e Villain

What Is the Spiritual Weapon 5e Spell?

According to the D&D 5th Edition Handbook, these are the official stats of the Spiritual Weapon 5e spell: 


  • Level: 2
  • School: Evocation
  • Casting Time: 1 bonus action
  • Range: 60 feet
  • Components: V, S
  • Duration: 1 minute


You create a floating, spectral weapon within range that lasts for the duration or until you cast this spell again. When you cast the spell, you can make a melee spell attack against a creature within 5 feet of the weapon. On a hit, the target takes force damage equal to 1d8 + your spellcasting ability modifier.


For a bonus action, you can move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it.

The spectral weapon can appear however you want it to. If your character is a cleric of a deity that is known for a specific weapon or weapon style, the spell can resemble that weapon. 


Casting Spiritual Weapon using a 3rd Level or higher spell slot increases the damage by 1d8 for every two slot levels above the 2nd.


The spell’s range of 60 feet is usually enough to attack a wide range of enemies, including flying creatures. The range also works for those who have limited movement. However, you may not be able to cast the spell while restrained, given how it requires somatic and verbal components.



How Spiritual Weapon 5e Works

Spiritual Weapon belongs to the cleric spell list and lasts for only one minute. It’s best used for melee attacks against creatures within five feet of the spectral weapon, but it's basically perfect for almost every RPG campaign.


I want to emphasize that the spell only works on creatures – including humans and humanoids – and that technically, you can’t use it on objects like doors or walls. If your dungeon master is kind though, you should be able to get around this technicality.


In terms of damage, Spiritual Weapon applies a 1d8+ ability modifier. Since clerics usually have a higher Wisdom modifier, you should get in solid damage on every hit. 


Of course, you don’t have to focus all of your attacks on a single enemy. The advantage of the Spiritual Weapon 5e spell is that it can attack a different target on each bonus action. Plus, you can move it 20 feet further on every turn, as part of that same Bonus Action 5e.


The good stuff doesn’t end there. If you cast Spiritual Weapon with a high-level spell slot, the damage increases significantly. You can reduce your enemy’s hit points dramatically while you’re staying well away from their reach!


What Classes Can Use the Spiritual Weapon 5e Spell?

By default, clerics have the unique ability to cast Spiritual Weapon — a fitting spell for their divine magic. However, other classes can also pick up, learn, or acquire the spell:


  • College of Lore: Bards, in general, can eventually learn Spiritual Weapon as they learn bits and pieces of magic through Magical Secrets. Lore bards have additional secret choices at the 6th Level, so you can choose Spiritual Weapon as a new spell.
  • Divine Soul: Sorcerers under the Divine Soul subclass have access to either the cleric or sorcerer spell list (hence, why the subclass is extremely popular, but that’s just my personal observation). A Divine Soul sorcerer can learn Spiritual Weapon 5e as early as a cleric, at Level 3.
  • Oath of Conquest: Paladins belonging to the Oath of Conquest subclass can learn Spiritual Weapon at Level 5. This addition makes sense because Oath of Conquest paladins are often combative in nature. However, you still have to wait two more levels before your character can fully exploit the spell. Giving a paladin a ranged attack makes them even better at offense. 
Spiritual Weapon 5e

Spiritual Weapon For Players

As a spell that deals force damage, Spiritual Weapon is an ability to be reckoned with. Most other classes cannot resist force damage, making it effective at reducing the hit points of enemies, even if they have numerous other resistances. 


As a non-concentration-based spell, Spiritual Weapon also allows you to cast other long-duration spells along with it, such as Bless 5e or Haste 5e. Similarly, you can also cast cantrip spells like Sacred Flame.


Since Spiritual Weapon is a bonus action, you’re free to use spell slots to further increase your damage against enemies, or provide protection and healing to allies, such as with Cure Wounds 5e. Thanks to these combinations, your character becomes a formidable opponent that your enemies will tremble to behold.


Though Spiritual Weapon 5e may have a little less of a "surprise" factor if you're playing single player DnD, it's also the type of spell that's valuable even if you aren't playing with a gaming group, or adventuring in a party.


Can Spiritual Weapons Critical Strike? 

Seeing how the conjured weapon is spectral in nature, I understand why this is a frequent question among players. The short answer? Yes! Spiritual Weapon can critically strike since, by all technicalities, it’s still a melee spell attack. If you roll a natural 20, you’ll be able to hit with double damage. This condition applies even to subsequent attacks.


Ending the Spell

Each cast of Spiritual Weapon only lasts for a minute. But even though the duration is short, the conjured weapon cannot be destroyed. It doesn’t have hit points, nor can it take damage. In addition, Spiritual Weapon doesn’t stop if the caster is incapacitated or unconscious. The spell only ends after the set duration, or if it moves far enough away from the caster.


Counters to Spiritual Weapon 5e

As with virtually every spell in D&D, there are possible counters to the Spiritual Weapon effect. For example, if you are affected by Silence 5e, you won't be able to cast the spell to begin with. If you're affected by Cause Fear 5e or Charm Person 5e, similarly, you won't be able to attack your intended target, even if you have Spiritual Weapon already active.

Use Your Spiritual D&D Bag

Whether you're a player or a dungeon master, check out this awesome carrying bag designed for tabletop roleplaying. These bags have separate pouches for holding minis, dice, books, character sheets, space for maps, and even laptops.


If you're like me, you sometimes have a lot of things that you use for your tabletop gaming, and it's extremely convenient to have and carry everything in one compact space. You can also carry your DnD campaign planner in the bag to make your tabletop gaming experience complete.


Make your games stylish and easy to manage with a bag made for you, and that comes in custom colors that fit your play style.

Spiritual Weapon 5e For Dungeon Masters

As far as Dungeon Master tools go, you can grant the use of a Spiritual Weapon or use the spell to boost the destructive capabilities of any monster or foe. Because Spiritual Weapon is such a versatile spell, and naturally comes with many applications, it’s a sure value-added to any villain or their henchmen.


Allowing Players to Flank with Spiritual Weapon

It may seem like the Spiritual Weapon spell can serve as a tool for flanking, or when two allies are within five feet of an enemy’s opposite sides.


Flanking is a great way to get a melee attack advantage. However, this strategy requires creatures to be on either side of the opponent. Some players may argue that the Spiritual Weapon, sent by the caster to the opposite side of the enemy, counts as flanking. I’ll be clear though: it’s not. Technically.


You need allied creatures to get the melee attack advantage from flanking. Technically. Seeing as Spiritual Weapon is simply a weapon, it doesn’t meet the qualifications. If your players attempt to get extra damage through “flanking” with the spell, don’t grant it unless you plan to allow Spiritual Weapon to quite significantly increase in power.

Epic World Builder

Spiritual Weapon Aesthetics

The type of weapon a cleric or Divine Soul sorcerer can summon adds flavor to your DnD characters and DnD campaign ideas. Since these classes primarily use Divine Magic and are associated with a religious figure, you can make it so that their Spiritual Weapon manifests into something associated with their religion. For example, a cleric that follows Thor can have a Spiritual Weapon that looks like his hammer.


For Lore bards who eventually learn the spell, the weapon could deal thunder damage when used with other spells innate to the caster. You can also include demigods, divine emissaries, and lesser gods who can cast Spiritual Weapon.


Allowing Enemies to Cast Spiritual Weapon 5e

Consider challenging your players by including enemies that can cast Spiritual Weapon 5e.


In some of the official settings, you have characters that can perform the spell like the Mummy Lord, Choldrith, and Sahuagin Priestess. If you need some DnD quest ideas or ideas for DnD one shots, you can also add similar characters to your campaign and have them cast Spiritual Weapon too, for an added surprise to your players.


Utilize Spiritual Weapon for Additional Excitement

Spiritual Weapon is a great ranged spell attack, hitting enemies as far as 60 feet away. Since it’s also cast with a bonus action, Spiritual Weapon can be used with cantrips and other spells to enhance either one’s effects. This spell is thus a handy skill to learn for clerics, Divine Soul sorcerers, Lore bards, and Oath of Conquest paladins.


Since the spell can effectively attack from a range (from the player's perspective), it's also excellent for helping to avoid a TPK DnD.


With the details and strategies I shared, you can hopefully take advantage of this versatile spell for your upcoming campaigns. Your character, depending on the class, needs to only be at least Level 3 to cast it — which should be easy enough to achieve in longer campaigns.

Spiritual Weapon 5e Combat

Spiritual Weapon in D&D 5e vs. Eternity TTRPG

Though Spiritual Weapon is a distinctly D&D 5e spell, the Eternity TTRPG Game System offers many spell and ability effects that closely resemble Spiritual Weapon 5e.


In D&D 5e, Spiritual Weapon creates a magical weapon that floats around according to the caster’s will, and strikes at enemies every round when a Bonus Action is expended. Similarly, in the Eternity TTRPG Game System, numerous spells and abilities may be “maintained,” which allow for extra attacks or damage each round of combat.


What Classes in Eternity TTRPG Use Spiritual Weapon?

There are many core classes and expansion classes that can use spiritual weapon-like effects, and many more classes that also gain similar effects through their spell and ability critical options.


Though most of these spell and ability effects are not the exact same as spiritual weapon, you’ll notice how similarly they act, as far as mechanics go – creating a mobile attacking unit, effectively.


Dragon Knight – Core Class Ability

Dragon Heart: you forever soul-bind with a dragon, becoming its lifelong companion.

The “Dragon” and dragon knight share

HP and Wisdom, and the “Dragon” has stats otherwise the same as the dragon

knight. However, due to the immense effort it requires to maintain mental connection with the “Dragon,” you permanently have -10Initiative.

On the “Dragon’s” turn, it may use any

Action, spell, or ability, available to the dragon knight. The “Dragon” acts on the

same turn as the dragon knight. 

The “Dragon” always has the same stats

as the dragon knight, whether from level increases, buffs, or debuffs. If the “Dragon” or dragon knight receives a buff or debuff, it also affects the other. “Dragon” does not count as a summoned unit. Once this ability is chosen it becomes a passive effect, always active, and cannot be dispelled.

  • (Winged Death) You instead have only -9Initiative. You can choose to maintain this critical for 2Inspiration (and 0Wisdom).
  • (Knight of the Blood Oath) You also gain +3Resilience, +3Dodge, and +3Will. You can instead choose to maintain this critical for 3Inspiration (and 0Wisdom).
  • (Memories of Tarscisia) If either the dragon knight or “Dragon” is Dazed, Afraid, or Taunted, the other is not affected. You can instead choose to maintain this critical for 3Inspiration (and 0Wisdom). 
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Druid – Core Class Ability

Spirit Animal: you summon an animal companion with 1HP and Stats otherwise the same as the druid’s, except with -5Resilience, -5Dodge, and -5Will. On “Spirit Animal’s” turn, choose an enemy in 1Range, and roll d20. If you roll 18-20, “Spirit Animal” attacks, automatically dealing 1damage. “Spirit Animal” may also use “Charge” (see Chapter 14, “Additional Actions” - you may use Faith vs. Resilience to do so, if you so choose), but doing so reduces the druid’s Wisdom. “Spirit Animal” acts on the same turn as the druid.

“Spirit Animal” always has the same

Stats as the druid, whether from level increases, buffs, or debuffs. If the druid

receives a debuff, it also affects the “Spirit Animal.” However, “Spirit Animal” is immune to both Wisdom damage and debuffs that cause recurring damage.

It takes 15minutes to summon/ tame a

“Spirit Animal,” so a new “Spirit Animal” cannot be created during Combat. You

can only have one “Spirit Animal” active at a time. You continually maintain “Spirit Animal” for 3Inspiration.

(Dazed): while you are Dazed, “Spirit

Animal” is also Dazed.

  • (Nature’s Wrath) You instead have two (2) “Spirit Animals” active at a time, and they each only have -1Reslience, -1Dodge, and -1Will. You continually maintain this Critical for 5Inspiration (and 0Wisdom).
  • (Nature’s Healing) Your “Spirit Animal” instead has 2HP. The next time you or an ally take damage while adjacent to your “Spirit Animal,” roll d20. If you roll 6-20, your “Spirit Animal” instead takes that damage.
  • (Primal) Your “Spirit Animal” instead has 2HP, and has +4Strike Bonus when using “Charge.” You continually maintain this Critical for 5Inspiration (and 0Wisdom).

 

Nether Knight – Core Class Spell

Phantom Image (Magic): 1Range, creates a “Phantom Image” of yourself. Allies and enemies are able to tell which is you and which is your “Phantom Image.”

If a “Phantom Image” is attacked, it is

automatically dispelled. “Phantom Images” have the same Speed as the nether knight. In order for a “Phantom Image” to attack, it must be within a number of spaces of the nether knight equal to the nether knight’s Speed value. If that condition is met, on “Phantom Image’s” turn, choose an enemy in 1Range, and roll d20. If you roll 18-20, “Phantom Image” attacks, automatically dealing 1damage. “Phantom Images” act on the same turn as the nether knight.

If the nether knight receives a debuff, it

also affects “Phantom Images.” However, “Phantom Images” are immune to both

Wisdom damage and debuffs that cause recurring damage.

You can create and control an

unlimited number of “Phantom Images.”

(Dazed): while you are Dazed,

“Phantom Images” are also Dazed.

  • (Fallen Star) Creates two (2) “Phantom Images.”
  • (Phantom Soul) Move up to your Speed value before or after casting this spell. You can also move up to 4Speed before or after casting this spell, for Battle Duration.
  • (Elemental Chaos) Also, any time any of your “Phantom Images” is attacked, roll d20. If you roll 16-20, they are not dispelled. This critical effect stacks with the effect from “Phantom Mists.” 


Summoner – Core Class Spell

Summon (Magic): you create a wondrous beast of your choice with 1HP and Stats otherwise the same as the summoner’s, except with -5Resilience, -5Dodge, and -5Will. On the “Summon’s” turn, choose an enemy in 1Range, and roll d20. If you roll 18-20, the “Summon” attacks, automatically dealing 1damage. “Summon” may also use “Charge” (see Chapter 14, “Additional Actions” - you may use Faith vs. Resilience to do so, if you so choose), but doing so reduces the summoner’s Wisdom. “Summon” acts on the same turn as the summoner.

“Summon” always has the same Stats

as the summoner, whether from level increases, buffs, or debuffs. If the summoner

receives a debuff, it also affects the “Summon.” However, “Summon” is immune to both Wisdom damage and debuffs that cause recurring damage.

“Summon” uses at least 3Intelligence to

maintain. For every additional 3Intelligence used to individually maintain a

“Summon,” the “Summon” roll 3 numbers lower to deal damage, and gains +1HP.

It takes 15minutes to create a new

“Summon,” so a new “Summon” cannot be created during Combat. You can only have one “Summon” active at a time, until you reach 21+ Intelligence used.

(Dazed): while you are Dazed, your

“Summon” is also Dazed.

  • (Summoning) All “Summons” also have 2Range with their attacks. You can instead choose to continually maintain this Critical for 1Inspiration (plus the base Intelligence used per “Summon,” and 0Wisdom).
  • (Mystic Infusion) Every turn, one of your “Summons,” at your choice, rolls a d20. If you roll 18-20, they either heal you (at any distance), themself or one ally in 4Range +1HP, at your choice. This Critical allows affected targets to heal 1HP above their normal max HP. Healing from this effect also Fatigues the target, giving -1Resilience, -1Dodge, and -1Will for 1Day Duration (can stack without limit). You can instead choose to continually maintain this Critical for 2Inspiration (plus the base Intelligence used per “Summon,” and 0Wisdom).
  • (Enhanced Gateways) This Critical can only be used if one of your “Summons” drops to 0HP or is dispelled. Instant Action. Create another “Summon” within 12Range of you that has 1HP left. This effect still applies if you intentionally dispel your “Summon.” 1Day Recharge.
Spiritual Light

Strategies for using Spiritual Weapon-Like Effects

In D&D, Spiritual Weapon 5e is technically not a “summoned unit,” like its likeness is in the Eternity TTRPG Game System. With the Eternity TTRPG equivalents being summons, however, they come with a host of beneficial options, when it comes to combat (and more).


Cause Additional Damage

The most obvious way to utilize summons is to position them near enemies so that they can attack them with you every round. It Eternity TTRPG, summons also deal “pierce damage,” meaning that targets of their attacks do not get to make a defensive roll to dodge the attack.


Summons are also therefore especially wonderful choices for healers or support characters in a team, as their summons can move around and deal damage in a fight, without the need for any attack-based stats on the summoner.


Daze Enemies with a Charge

One of the absolute best parts of summons is their ability to “Charge” enemies. On a successful Charge, the summoned unit not only moves adjacent to the enemy they’re attacking, but they also “Daze” them for 2turns.


While Dazed, character’s effects are generally interrupted, and they aren’t generally able to move, attack, or cast spells, but only defend (or in some cases, use items).


If you can have your summon successfully Charge an enemy for you, then you can meanwhile spend your turn dealing damage to that enemy, or using other vital spells or abilities that benefit your group.


Soak Up Damage for the Group

One of the other big benefits of using summons is that you can position them in the way of enemies. Rather than yourself or an ally taking damage in an important fight, why not have your summon soak up some damage instead?


Utilize Summons for Scouting

Finally, any sentient being can provide scouting, especially if they are “expendable” summons. Though this point wouldn’t be applicable in D&D 5e, as Spiritual Weapon isn’t itself a conscious being, summons in Eternity TTRPG may run recon for the adventuring group, or even sacrifice themselves down a hallway of traps.

 

Interested in the Eternity TTRPG Game System?

If you’ve been playing D&D for years, and have been thinking about checking out a new tabletop RPG system, take a look at Eternity TTRPG.


The Eternity TTRPG Game System probably falls somewhere between D&D 5e and D&D 4e, in terms of game mechanics and how it’s played. The game features highly tactical combat encounters, and allows groups the options (rules included) for multiple DMs.


Eternity TTRPG is also currently getting an upgrade to the core rulebook’s graphic design and artwork. If you purchase today, we’ll be sure to send you the latest version as soon as it’s ready (should be around Christmas time this year). Happy gaming!

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Jacob Tegtman Eternity TTRPG Creator

Author - Jacob Tegtman

Dear reader, I hope you enjoyed this article. Tabletop gaming has been a passion of mine since I was 6 years old. I've played just about every game from Dungeons and Dragons to video games like Final Fantasy. These games have inspired me, made me laugh, made me cry, and brought me endless hours of enjoyment.


I started Eternity TTRPG - and the indie tabletop game that goes along with it (Eternity Shop) - to share my love of gaming with others. I believe that in our technology-driven age, tabletop games help bring a sense of magic and community back into our world.


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October 19, 2026
Transcribed content from our recent YouTube video: https://www.youtube.com/watch?v=w_l3hijcNcI Transcription [00:00:00] Welcome back to Eternity TTRPG YouTube channel, where I go over different things in the tabletop role-playing universe from the game that my husband and I cr- are creating, to D&D, to goodness knows what, right? Um, this go around, I am going to talk about common mistakes you find from new players or longtime players when you're playing D&D. Now, keep in mind, I have only played D&D once or twice. Um, I personally was not a fan of the system. However, these are just common mistakes you can find in just about any tabletop role-playing game when you're just getting started. So I thought they were kind of relevant. Um, so we're just gonna hop right in, and I may rapid-fire these. So common mistake number one is thinking that a nat 20 succeeds at absolutely everything. So this one I find really funny, actually, because you would [00:01:00] think that with the best dice roll, you could do anything, right? Um, turns out you can't. So as far as combat goes, um, a nat 20, it'll always automatically hit. You'll always do damage. There's no question about that when it comes to combat. However, when you're starting to look at, um, ability checks, and you're in these different, um, situations that don't involve combat, a nat 20 does not mean much. So it comes down to your DM and what your DM decides. For example, let's say that you are trying to persuade a king to hand over his whole kingdom, right? And you roll a nat 20, and you're thinking, "Yes, I did it. I have a kingdom now." And DM's like, "Uh, no, you don't." The king may be more likely to put you in a place of power in the kingdom, but he's not gonna hand over everything. [00:02:00] Um , so that just ... It all comes down to the DM regardless of what you're rolling. Um, so that is something to keep in mind, and don't get overexcited about your, uh, rolls. Never get excited about them, honestly, unless it's combat, so keep that in mind. Eternity TTRPG has released a card game battler which emulates combat from the tabletop role-playing genre. Sparks of Eternity Emanation is fast-paced, easy to learn, and features six classes from your favorite TTRPGs. Each class deck comes with its own set of unique abilities, which everyone plays at the same time, so there's never any downtime at your table. Each turn, everyone's characters levels up, giving players access to even more options. If you're interested in taking a look, we have our sales page live now, packed with details Other mistake that I find very interesting that happens a lot is forgetting that [00:03:00] your proficiency in different skills matters. Um, so when I go to build a character, I just build something that's fun and cool, and I don't really care about the stats, and that's probably something that I personally need to change. But I imagine that if I'm like that, I may not be the only one. Um, so whenever you're rolling in D&D combat or ability checks, you do add your proficiency bonuses, right? So it's almost never just the dice roll. Um , so you really should be paying attention to your proficiency, and if you wanna be someone that is really sneaky, for example, then you need to look at your proficiency in stealth because you can't be sneaky without a high proficiency in stealth. So definitely something to think about when you're building a character. Um, another Mistake that's pretty common is trying to maintain two concentration spells. Um, so [00:04:00] the misconception is that you can have one already running and you can cast another and you can maintain both. Um, actual rule in D&D is you can only concentrate one effect at a time. Um, that is very odd to me just because as a normal human being, we are able to multitask. I mean, maybe not well, but we can. Um, so that is one thing that I personally do like about the tabletop role-playing game that my husband and I are creating is that you can have multiple things that you're concentrating, um, as long as you have the proficiency to do so. But anyway, D&D doesn't do that, so don't do it. Um, let's see. Um, let's see. Um, other thing that comes up pretty often is that thinking your turn when you go to do any kind of combat is just for attacking. So this ... We talk about [00:05:00] combat, right? And all you think of is attacking your opponent, but it's really outdoing your opponent, outthinking them, and you can do other things like dodging, dashing, disengaging, hiding, searching, um, and helping others in your party, right? You don't just have to attack the boss. You can do more. So something to think about, right? Um, okay. This is a mistake that I find in every tabletop role-playing game, and maybe it's not even a mistake. Maybe it's just how people are. But I struggled with this extremely. I still struggle with it, is that to play a role-playing game, you think you have to be a professional, like a professional actor. Uh, truth is, you don't. You really don't. You can just use your normal voice. You can, like, have your normal personality. You can just put you on the paper. And that is what I did for multiple campaigns when I first started doing this kind of stuff [00:06:00] with any tabletop role-playing game. So keep that in mind. You don't need to be anything special. You don't even need to know anything. You don't have to know a single thing about the tabletop role-playing universe. Just write stuff down. Just write it down. Try your best. Call it good. You don't have to be perfect. Okay. So with all of that, like I said, rapid fire things, misconceptions, mistakes that we see in D&D and other tabletop role-playing universes. What is something that you thought before you started playing or even as you're playing or even that you see other people do that is a misconception or mistake when in your tabletop role-playing universes? Drop a comment below. Let me know. Also, let us know how we're doing. Like, comment, subscribe, and keep it going.
October 1, 2026
Transcribed content from our recent YouTube video: https://www.youtube.com/watch?v=FtIN1OHjTZQ Transcription [00:00:00] Welcome back to Eternity TTRPG channel, um, where we talk about different happenings in the TTRPG universe as well as what's going on with our game, um, with the Sparks of Eternity universe. So I'm gonna try and keep this one short, sweet, to the point 'cause I have a lot of stuff I gotta get done. Um, so this weekend we are gonna be attending our first convention where we, like, have the official product to sell. Um, we have done conventions in the past. Um, I've been a part of two of those conventions. I know my husband has done a few more than that. And at those conventions, it was all about, like, just trying to keep the tabletop role-playing universe alive and explain what, um, we're trying to bring to the table with it, um, explain more about the world of Eternity and all that kind of stuff. Um, this go around, as I said, it's gonna be the first time [00:01:00] that we actually have a product. Um, and I know I've talked about it before. If you're new here, that's gonna be Sparks of Eternity Emanation, and it is a... We're still figuring out the wording of this, so if you've played it and have a better idea, let me know. But it is a tabletop role-playing combat party card game. Okay? So go ahead and, you know, think of your tabletop role-playing. You're gonna have dice rolls, you're gonna have different classes, and you know your classic stuff like the druid is a shapeshifter, assassin is, you know, assassinating and that kind of stuff, right? Well, now you take that, you put all their abilities into a deck and you start at level zero, you work your way up to level 10 and you just try to take out your opponents or survive the longest. You're... I mean, good luck to you either way, right? Um, [00:02:00] so that is what we're gonna be showing off at the convention this weekend. And with this convention there has been a lot of planning and it's just been like a labor of love trying to get everything ready for it, honestly. Because we have to travel for the weekend, you know, stay in the hotel, pack the car, make sure the dog's taken care of, all that kind of stuff, right? Um, but then we also have to think of the booth itself and, well, what do we want the table to look like? Do we need a tablecloth? What should the tablecloth look like? What about a background banner? And all this different stuff, right? And we didn't know we would be doing this convention until about two months ago. So it's been about a two-month scramble getting everything ready for it, all for this three-day weekend. And over this three-day weekend, we have eight hours on Friday, 12 hours on Saturday, and another six hours on Sunday. So [00:03:00] that's 26 hours over the weekend that we're gonna be vending, um, and hoping to do our best with it, right? Um, so one thing that I do wanna show you guys that I am very excited about is we went ahead and worked with an artist. Um, it is our new artist for, um, the Sparks of Eternity franchise, and he created our banner artwork, which I really-- I am so excited with what he created, um, for us to show off what the world of Eternity really is, right? Um, so here it is. And with this, you know, banner, we're trying to show, like, basically you as the player reaching out for all these different ideas, all these different sparks, while also giving itself to the lore of Eternity where you have The Stag and, um, Saint Ranroth on the other side, um, and just their storyline. Now, of course, you guys [00:04:00] don't know all the lore and everything behind all of this. We do and we cannot wait to reveal it all in due time, you know? 'Cause we have these plans that we're setting in motion, and this convention is just another part of that plan. So, as I said, I have a lot of stuff to get done leading up to this convention for the weekend, so we're gonna post this, you know, do all the work with that, and then continue getting ready. Um, we will be at the Pittsburgh Gaming Expo this weekend, and that is what we'll be doing. So if you happen to watch the channel and see us there, say hi. Um, if not, definitely keep following along with our journey and make sure you check out our website for the game that we're selling. Um, wish us the best of luck, and as always, like, comment, subscribe. Let us know how we're doing. Let us know what you wanna hear. Thanks, y'all.
September 24, 2026
Transcribed content from our recent YouTube video: https://www.youtube.com/watch?v=hMFP7UHtWEU Transcription [00:00:00] Welcome back to Eternity TTRPG, where we go over different happenings in the TTRPG universe, as well as talk about the game that we have been creating. Um, this go around, I think all of the hype is around, um, D&D World of Warcraft. Um, the Dungeon Masters, like, YouTube channel decided to go ahead and start a new campaign all around the World of Warcraft stuff, um, using all of those materials, even though it doesn't release until, like, mid-November. Um, so there's a lot of talk about everything that they're doing and what's going on. So I thought I'd give a little rundown of what to expect with the World of Warcraft expan- or excuse me, World of Warcraft, like, collaboration that's going on, right? So there was a lot of speculation when this first came out what it would be over. Like, is it gonna be one of the classic expansions like Burning [00:01:00] Crusade or Pandaria and just pull from one of those? Do we get any of the classic dungeons like Deadmines or Deepfathom? Um, and also what classes are they gonna bring to the table? What about subclasses and all of that kind of stuff? So I'm just gonna go over what we kind of know, um, and I think that's all that's been revealed. So with that in mind, you have, um- 13 World of Warcraft classes, um, along with they are featuring nine new and revised subclasses, and there's over 40 different specializations. So classic, um, classes that you're gonna be seeing from World of Warcraft is gonna be like Death Knight, Demon Hunter, your Druid, Mage, Priest, Monk, Warrior, Paladin. Um, they are doing the Evoker, which I think is relatively new compared to where the setting is of the, um, [00:02:00] guidebook that they're coming out with. Um, the book itself that they're coming out with, of course, has-- It does have your classic dungeons like Deadmines, and Deepfathom, and, um, Scarlet Monastery, uh, along with like Dire Maul and Shadowfang Keep. Um, so I think that's really neat that they're actually gonna do some of those, um, instances which I have fond memories of Deadmines especially 'cause, you know, that was just-- it was a classic. And they ended up coming back and remaking it for higher level which was really neat too to get more of the storyline there. Um, and then along with all of this there is like 50 monsters and 30 dungeon bosses that they give stats for in the guidebook which I think is neat because you're not gonna run out of monsters really easily with that. Um, I just hope that they reign true to like the [00:03:00] monsters that you would face and the different characters you would face in World of Warcraft like I think of the kobolds, um, in Elwynn Forest and how if you didn't, you know, prepare correctly you were gone pretty quick, right? Um, so I thought that was really neat. Um, I also think that they're reigning true to a lot of the professions and spells and magic items, um, such as Moonfire which I remember fondly from druids. Um, and then of course you have stuff like mounts and companion creatures that I think they're gonna bring into play as well, 'cause I of course remember like, oh gosh, you know, the classic horses that you see for any human. Um, and I specifically remember paladins riding them, so that was just in my mind. Um- Let's see what else we have. Oh, so subclasses that I found was gonna be like the Swashbuckler Rogue, the [00:04:00] Path of the Spiritual Guardian, and the Warrior of Mystic Brews. Which, why did that become the joke with your pandas in World of Warcraft? Why did they become the drunks? I never understood that. I still think it was a really cool touch, but now when I think of like pandas, and even Kung Fu Panda, for crying out loud, I just think of Po as like this drunk panda. Um, so I... Why did that become the thing? Yeah, um, with that all... Let's see. As far as what you can get, like D&D has this ultimate bundle going on where you get the whole like guidebook with all of the, you know, monsters, instances, potions, all that stuff. They also have like a map pack for the Icecrown Citadel, which you actually find in Northrend. [00:05:00] Um, so I think that's kind of neat. Um, and then they of course have the dungeon master screen. They have k- they have, um, the digital stuff to go all with it. Then they're doing like a promo with murloc minis. Which those murlocs, you know they're gonna have those as monsters, and you know they're gonna be mean and annoying, and they're gonna end up, you know, taking over your party pretty easily, 'cause that's what they did in the original World of Warcraft. And I had many bad experiences with murlocs, so when I hear that noise, I just, I, ew, you know, don't like it. Let's see. You know, it's just... When we think about this, right, I am so happy to see, like, us doing some world crossovers, uh, Dungeons and Dragons wanting to pull in more people. And when I [00:06:00] think of tabletop role play, my first thought actually does go to World of Warcraft, because that was like my first experience with playing a different character and having magical powers and having these different things to face and fight. So it's very nostalgic for me and, you know, in a way I kinda just want to get it for the nostalgia. Um, but the other side of this is like, is Dungeons and Dragons running out of ideas because they have to pull from existing universes? Or are they just doing what we already do when we make a campaign? You know, as a campaign, I think we pull f- As a dungeon master, campaign writer, all that kind of stuff, I feel like we pull from different things that we already see in the world around us. Um, for example, there was an anime, I'm trying to remember the name of [00:07:00] it. Um, but basically they got stuck in this video game, and you had to complete one level after another, and once you reached like level 100, you could finally leave the video game. Um, so I think we went ahead and pulled an idea of that, and like we would keep going back to this location. Every time we went to this location, it would be a different like level in it that we would ascend to. Um, sadly, that campaign never finished, but it's just another example of like we pull from the things that we enjoy, right? So if I enjoy from World of Warcraft, I'm gonna already pull ideas from that without needing the Dungeon Master Guide or needing D&D to do any kind of crossover. Um, but you know, they're bringing in two different names, um, for themselves between Dun- Dungeons & Dragons, World of Warcraft, bringing in two different audiences and, you know, bringing in new revenue for them, right? So, you know, I, I don't know. I think it's gonna be neat. I really like that they [00:08:00] wanted to do this kind of thing. But I mean, we already do that as people that make their campaigns as dungeon masters. So at what point are we really doing something new? I don't know. Leave your thoughts down below. Comment, like, subscribe, do all the stuff, and we'll catch y'all next time.
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