Level
1st
Casting Time
1 Action
Range/Area
30 ft.
Components
V
Duration
1 Round
School
Divination
Attack/Save
None
Damage/Effect

Infuse an ally's weapon with a powerful Dazzling energy.  On the ally's turn, any attack they make with a weapon now has advantage against the enemy, and critical hits do an extra 1d4 of damage.  The weapon becomes "shiny" after the effect has ended.  The shine does not stack, nor has any real value.

At the 3rd level, increase the Critical hit damage to 1d6, and weapon gains a +shiny* effect.

*Shiny weapons create a light in a 7.5ft sphere, and prices increase by 1.3x.  Price change only effects Weapons of Rare or above.

Available For: Bard (Legacy) Cleric (Legacy) Druid (Legacy) Warlock (Legacy) Wizard (Legacy)

Cold_Calamity

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