Level
Cantrip
Casting Time
1 Hour Ritual
Range/Area
Self
Components
V, S, M *
Duration
Concentration 1 Hour
School
Enchantment
Attack/Save
None
Damage/Effect
Combat (...)

Using this spell, you can choose up to two weapons you are proficient with. Over an hour-long ritual, you use magic to bond with the weapons. Once you have bonded a weapon to yourself, you can't be disarmed of that weapon unless you are incapacitated. Your bond with the weapons also cannot be dispelled or destroyed unless you choose to bond with any other weapons, in which the previous bonds will be replaced with the new ones. Weapons bonded with using this spell also count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

As a bonus action, even if your bonded weapons aren't on the same plane of existence, you can summon the weapons to you; causing them to instantly teleport to your hand. 

At Higher Levels. The number of weapons you can bond with increases by two when you reach 5th, 11th and 17th levels.

* - (a pinch of gold dust, which is consumed by the spell)

Spell Tags: Teleportation Utility Combat

Available For: Cleric (Legacy) Ranger (Legacy) Sorcerer (Legacy) Warlock (Legacy) Wizard (Legacy) Fighter (Legacy) - Eldritch Knight (Legacy)

QueenOfCreation

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