Magic Weapon: Difference between revisions

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'''Magic Weapon''' is a [[Spells#2nd Level Spells|Level 2]] Transmutation Spell. This spell allows spellcasters to infuse a weapon with arcane energy, making it magical.
{{ up to date | 2023-08-25 }} <!-- Date format is YEAR-MONTH-DAY, like 2023-08-07. -->


[[Category:Spells]][[Category:Level 2 Spells]][[Category:Transmutation Spells]]
{{SpellPage
 
| name = Magic Weapon
[[File:Magic Weapon Icon.png|thumb|240x240px|{{AbilityInfobox
| image = Magic Weapon Icon.png
| title = <div style="font-size:105%; font-family:Georgia;">''"Infuse a weapon with arcane energy. The weapon becomes magical, receiving a +1 bonus to [[Attack Roll|Attack]] and [[Damage Rolls|Damage]] rolls."''</div>
| level = 2
----
| school = Transmutation
<div style="text-align:center;">[[File:Action Icon.png|frameless|25px]] '''Action''' [[File:Spell Slot Icon.png|frameless|upright=0.1]] '''Level 2 Spell Slot'''</div>
| ritual =
----
| classes = Paladin, Wizard, War Domain, Arcane Trickster, Eldritch Knight
| Range = 1.5m / 5ft
| class learns at level 3 = Wizard, War Domain
| School = Transmutation
| class learns at level 5 = Paladin
| Concentration = Required
| class learns at level 8 = Arcane Trickster, Eldritch Knight
| Condition = [[Condition#Magic Weapon|Magic Weapon]]
| races =
| Duration = Until Long Rest
| race learns at level 1 =
| Class = [[Paladin]], [[Wizard]]
| 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.
==Description==
| action type = action
Infuse a weapon with arcane energy. The weapon becomes magical, receiving a +1 bonus to [[Attack Rolls|Attack]] and [[Damage Roll|Damage]] rolls.  
| attack roll =
==Properties==
| damage =
<code>[[File:Action Icon.png|frameless|25px]] Action + [[File:Spell Slot Icon.png|frameless|upright=0.1]] Level 2 Spell Slot</code>
| damage modifier =
 
| damage type =
''Available to level 3 [[Wizard]], and level 5 [[Paladin]].''
| damage save =
*Range: {{code|1.5m / 5ft}}
| damage save effect =
 
| damage per =
*Concentration: {{C|[[File:Concentration Icons.png|frameless|upright=0.1]] Required}}
| extra damage =
{| class="wikitable" role="presentation"
| extra damage modifier =
|[[File:Magic Weapon Icon.png|frameless|25x25px]]<b> Magic Weapon</b>
| extra damage type =
|-
| extra damage save =
|{{C|[[File:Duration 50px.png|frameless|upright=0.1]] Duration: Until Long Rest}}
| extra damage save effect =
*Weapon has become magical, receiving a +1 bonus to [[Attack Rolls|Attack]] and [[Damage Roll|Damage]] rolls.
| extra damage per =
|}
| concentration = yes
 
| range = melee
==At Higher Levels==
| 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 =
== Notes ==
| aoe m =
* The bonus to attack and damage from Magic Weapon '''does stack''' with inherent enchantments on weapons.
| aoe ft =
 
| condition = Magic Weapon
== Visuals ==
| condition duration = Until Long Rest
[[File:Magic Weapon Visuals.mp4]]
| 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 10:30, 25 August 2023

Template:Up to date

Magic Weapon Icon.png

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 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

Magic Weapon Magic Weapon

Duration: Until Long rest

How to learn

Classes:

Notes

  • The bonus to attack and damage from Magic Weapon does stack with inherent enchantments on weapons.

Visuals

External Links