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Magic Weapon: Difference between revisions
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(Added that it only applies to melee weapons) |
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| level = 2 | | level = 2 | ||
| school = Transmutation | | school = Transmutation | ||
| ritual = | | ritual = | ||
| classes = Paladin, Wizard, War Domain, Arcane Trickster, Eldritch Knight | | classes = Paladin, Wizard, War Domain, Arcane Trickster, Eldritch Knight | ||
| class learns at level 3 = Wizard, War Domain | | class learns at level 3 = Wizard, War Domain | ||
| class learns at level 5 = Paladin | | class learns at level 5 = Paladin | ||
| class learns at level 8 = Arcane Trickster, Eldritch Knight | | class learns at level 8 = Arcane Trickster, Eldritch Knight | ||
| races = | | races = | ||
| race learns at level 1 = | | race learns at level 1 = | ||
| race learns at level 2 = | | race learns at level 2 = | ||
| summary = This spell allows spellcasters to infuse a weapon with arcane energy, making it magical. | | 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. | | 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 | | action type = action | ||
| attack roll = | | attack roll = | ||
| damage = | | damage = | ||
| damage modifier = | | damage modifier = | ||
| damage type = | | damage type = | ||
| damage save = | | damage save = | ||
| damage save effect = | | damage save effect = | ||
| damage per = | | damage per = | ||
| extra damage = | | extra damage = | ||
| extra damage modifier = | | extra damage modifier = | ||
| extra damage type = | | extra damage type = | ||
| extra damage save = | | extra damage save = | ||
| extra damage save effect = | | extra damage save effect = | ||
| extra damage per = | | extra damage per = | ||
| concentration = yes | | concentration = yes | ||
| range = melee | | range = melee | ||
| range m = | | range m = | ||
| range ft = | | range ft = | ||
| aoe = | | aoe = | ||
| aoe m = | | aoe m = | ||
| aoe ft = | | aoe ft = | ||
| condition = Magic Weapon | | condition = Magic Weapon | ||
| condition duration = Until Long Rest | | condition duration = Until Long Rest | ||
| condition save = | | condition save = | ||
| area = | | area = | ||
| area category = | | area category = | ||
| area shape = | | area shape = | ||
| area range m = | | area range m = | ||
| area range ft = | | area range ft = | ||
| area duration = | | area duration = | ||
| area turn start damage = | | area turn start damage = | ||
| area turn start damage type = | | area turn start damage type = | ||
| area turn start damage save = | | area turn start damage save = | ||
| area turn start damage save effect = | | area turn start damage save effect = | ||
| area turn end damage = | | area turn end damage = | ||
| area turn end damage type = | | area turn end damage type = | ||
| area turn end damage save = | | area turn end damage save = | ||
| area turn end damage save effect = | | area turn end damage save effect = | ||
| area condition = | | area condition = | ||
| area condition 2 = | | area condition 2 = | ||
| area condition 3 = | | area condition 3 = | ||
| area condition 4 = | | area condition 4 = | ||
| higher levels = [[Spells#Upcasting|Upcast]]: Casting this spell at a higher level doesn't grant any additional benefits. | | higher levels = [[Spells#Upcasting|Upcast]]: Casting this spell at a higher level doesn't grant any additional benefits. | ||
| variants = | | variants = | ||
| notes = * The bonus to attack and damage from Magic Weapon does stack with inherent enchantments on weapons. | | notes = * The bonus to attack and damage from Magic Weapon does stack with inherent enchantments on weapons. | ||
* This can only be applied to melee weapons. | |||
| video = Magic Weapon Visuals.mp4 | | video = Magic Weapon Visuals.mp4 | ||
}} | }} |
Revision as of 09:46, 4 September 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
Upcast: Casting this spell at a higher level doesn't grant any additional benefits.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.
- This can only be applied to melee weapons.