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Magic Weapon: Difference between revisions
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(Added that it only applies to melee weapons) |
(This spells said it did nothing when upcast but it does. I went in game and copied what is said word for word.) |
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| area condition 3 = | | area condition 3 = | ||
| area condition 4 = | | area condition 4 = | ||
| higher levels = [[Spells#Upcasting|Upcast]]: Casting this spell | | higher levels = [[Spells#Upcasting|Upcast]]: Casting this spell using a 4th or 5th level spell slot will increase the bonus by 2, and a 6th level spell sloit will increase it by 3. | ||
| 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. |
Revision as of 02:05, 27 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 using a 4th or 5th level spell slot will increase the bonus by 2, and a 6th level spell sloit 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
- 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.