Through knowledge and study earned from their skills, the user learns how to manipulate the construction and features of weapons. The caster may change the weapon type, the design or appearance, add or remove one property, or change the material of one weapon they can touch. This spell requires one hour at minimum to complete and if the spell is interrupted the weapon reverts to it's preexisting state and the components are consumed.
Once the Caster obtains 7th level spell slots, this spell can be cast as a ritual that requires 48 hours to complete. To cast as a ritual, the caster must appeal to Moradin, Gond, or Tharmekhûl for their blessing for the changes to become permanent. This will allow the user to cast this spell at 9th level, but will grant 1d4 levels of exhaustion upon completion. If ritual cast in this way, the weapon gains the symbol of the relevant god upon it, and may not have this spell cast upon it again. This may be cast only once per weapon, and only as long as the caster is in favor with the relevant gods. The effects of this version of the spell are permanent. In addition to the effects of previous level, add one of the following effects:
Add an additional +3 to attack and damage rolls.
Add any one Magical property from any Legendary or Artifact item.
Add any two magical properties from a very rare or rare magical item.
At higher levels, If this spell is cast with a Spell slot of 3rd or higher, it can add the magical property, giving the weapon +1 to attack rolls. If cast using a 5th level slot or higher, The spell may also add 1 damage die of the same kind to the weapon. If cast with a 7th level spell slot the weapon's damage dice may be altered one size up (1d6 to 1d8, 1d8 to 1d10 and so on.) If the weapon has a d12 as a damage dice, it will be granted +2 to damage instead.
* - (1 Bar of Metal used in the weapon's construction worth at least 100gp (1,000gp at 3rd level, 5,000gp at 5th level, and 10,000gp at 7th level))Previous Versions
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