Level
1st
Casting Time
1 Bonus Action
Range/Area
Self
Components
V, S
Duration
Concentration 1 Hour
School
Transmutation
Attack/Save
None
Damage/Effect

Arcane Energy is channeled into your hand, into a single simple or martial melee weapon, causing acid, cold, fire, lightning, poison, or thunder to erupt and engulf it. Until the spell ends, you deal an extra 1d6 damage of your chosen damage type on hit. If the weapon isn’t magical, it becomes a magic weapon for the spell’s duration.

As a bonus action, you can change the damage type, choosing from the options above.

At Higher Levels. When you cast this spell using a spell slot of 3rd level, your damage die is increased to 1d8. When cast using a spell slot of 5th level or higher, your damage die is increased to 1d10

Available For: Wizard (Legacy) - Bladesinging (Legacy)

Wolfhound

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