Ad placeholder
Magic Weapon: Difference between revisions
Jump to navigation
Jump to search
mNo edit summary |
|||
Line 1: | Line 1: | ||
{{ up to date | 2023-08-25 }} <!-- Date format is YEAR-MONTH-DAY, like 2023-08-07. --> | |||
{{SpellPage | |||
| name = Magic Weapon | |||
| image = Magic Weapon Icon.png | |||
| | | level = 2 | ||
| school = Transmutation | |||
| ritual = | |||
| classes = Paladin, Wizard, War Domain, Arcane Trickster, Eldritch Knight | |||
| | | class learns at level 3 = Wizard, War Domain | ||
| | | class learns at level 5 = Paladin | ||
| | | class learns at level 8 = Arcane Trickster, Eldritch Knight | ||
| | | races = | ||
| | | race learns at level 1 = | ||
| | | race learns at level 2 = | ||
| summary = This spell allows spellcasters to infuse a weapon with arcane energy, making it magical. | |||
| description = Infuse a weapon with arcane energy. The weapon becomes magical, receiving a +1 bonus to {{Attack Roll}}s and [[Damage Roll]]s. | |||
= | | action type = action | ||
Infuse a weapon with arcane energy. The weapon becomes magical, receiving a +1 bonus to | | attack roll = | ||
== | | damage = | ||
| damage modifier = | |||
| damage type = | |||
| damage save = | |||
| damage save effect = | |||
| damage per = | |||
| extra damage = | |||
| extra damage modifier = | |||
| | | extra damage type = | ||
| | | extra damage save = | ||
| | | extra damage save effect = | ||
| extra damage per = | |||
| | | concentration = yes | ||
| range = melee | |||
== | | range m = | ||
In Early Access Patch 9, casting this spell at a higher level does not grant any benefits. (Per 5th Edition rules, the upcasting benefits for Magic Weapon do not begin until spell level 4, which is not yet available). | | range ft = | ||
| aoe = | |||
= | | aoe m = | ||
* The bonus to attack and damage from Magic Weapon | | aoe ft = | ||
| condition = Magic Weapon | |||
| condition duration = Until Long Rest | |||
| condition save = | |||
| area = | |||
| area category = | |||
| area shape = | |||
| area range m = | |||
| area range ft = | |||
| area duration = | |||
| area turn start damage = | |||
| area turn start damage type = | |||
| area turn start damage save = | |||
| area turn start damage save effect = | |||
| area turn end damage = | |||
| area turn end damage type = | |||
| area turn end damage save = | |||
| area turn end damage save effect = | |||
| area condition = | |||
| area condition 2 = | |||
| area condition 3 = | |||
| area condition 4 = | |||
| higher levels = In Early Access Patch 9, casting this spell at a higher level does not grant any benefits. (Per 5th Edition rules, the upcasting benefits for Magic Weapon do not begin until spell level 4, which is not yet available).{{verify}} | |||
| variants = | |||
| notes = * The bonus to attack and damage from Magic Weapon does stack with inherent enchantments on weapons. | |||
| video = Magic Weapon Visuals.mp4 | |||
}} | |||
== External Links == | == External Links == | ||
* {{FRWiki|Magic weapon (spell)|long}} | * {{FRWiki|Magic weapon (spell)|long}} |
Revision as of 09:30, 25 August 2023
Magic Weapon is a level 2 transmutation spell. This spell allows spellcasters to infuse a weapon with arcane energy, making it magical.
Description
Infuse a weapon with arcane energy. The weapon becomes magical, receiving a +1 bonus to Attack rolls and Damage Rolls.
Properties
- Details
- Melee: 1.5 m / 5 ft
- Concentration
At higher levels
In Early Access Patch 9, casting this spell at a higher level does not grant any benefits. (Per 5th Edition rules, the upcasting benefits for Magic Weapon do not begin until spell level 4, which is not yet available).[Needs Verification]Condition: Magic Weapon
Duration: Until Long rest
- Weapon has become magical, receiving a +1 bonus to Attack rolls and Damage Rolls.
How to learn
Classes:
- Class Level 3: Wizard, and War Domain
- Class Level 5: Paladin
- Class Level 8: Arcane Trickster, and Eldritch Knight
Notes
- The bonus to attack and damage from Magic Weapon does stack with inherent enchantments on weapons.