Level
1st
Casting Time
1 Bonus Action
Range/Area
Self
Components
V, S, M *
Duration
Concentration
1 Hour
School
Enchantment
Attack/Save
None
Damage/Effect
All
Using your arcane know-how, you augment the effects of one simple or martial weapon you’re holding. Choose one damage type when you cast this spell: acid, cold, fire, lightning, poison, or thunder. Until the spell ends, you deal an extra 1d6 damage of the chosen type to any target you hit with the weapon; this weapon's damage counts as magical damage for the spell’s duration. As a bonus action, you can change the damage type to one of the options listed above.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can maintain your concentration on the spell for up to 8 hours.
* - (Vials of arcane reagents, affixed to the target weapon.)
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