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 =  
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| 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 10:46, 4 September 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

Upcast: Casting this spell at a higher level doesn't grant any additional benefits.

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.
  • This can only be applied to melee weapons.

Visuals

External Links