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Magic Weapon: Difference between revisions
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{{SpellPage | |||
| name = Magic Weapon | |||
| image = Magic Weapon.webp | |||
| level = 2 | |||
| school = Transmutation | |||
| | | ritual = | ||
| classes = Paladin, Wizard | |||
| class learns at level 3 = Wizard, War Domain:Domain Spell | |||
| 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. | ||
| cost = action, spell2 | |||
| attack roll = | |||
== | | damage = | ||
| damage modifier = | |||
== | | damage type = | ||
| damage save = | |||
| damage save effect = | |||
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| | | concentration = yes | ||
| range = melee | |||
| | | range m = | ||
| range ft = | |||
| aoe = | |||
| aoe m = | |||
| aoe ft = | |||
| condition = Magic Weapon | |||
* The bonus to attack and damage from Magic Weapon | | condition duration = Until Long Rest | ||
| condition save = | |||
| area = | |||
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| area range m = | |||
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| area turn start damage = | |||
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| area turn start damage save effect = | |||
| area turn end damage = | |||
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| area condition = | |||
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| area condition 3 = | |||
| area condition 4 = | |||
| higher levels = [[Spells#Upcasting|Upcast]]: Casting this spell using a 4th or 5th level [[Spells#Spell_Slots|Spell Slot]] will increase the bonus by 2, and a 6th level Spell Slot will increase it by 3. | |||
| 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|long}} | * {{FRWiki|Magic weapon (spell)|long}} |
Latest revision as of 15:35, 9 March 2024
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
- Cost
- Action + Level 2 Spell Slot
- Details
- Melee: 1.5 m / 5 ft
- Concentration
At higher levels
Upcast: Casting this spell using a 4th or 5th level Spell Slot will increase the bonus by 2, and a 6th level Spell Slot will increase it by 3.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 (Domain Spell)
- 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.