As part of the action used to cast this spell, you can make a melee attack. For the duration of the spell, you imbue your weapon with a specific element. In addition to your weapon damage, you deal 1d6 of the specified damage and your weapon is considered magical.
If the imbuement is fire, your weapon gives off dim light in a 5 ft. radius.
Specifying Damage. At the beginning of each day you must select the damage to be done for that day. You can choose any of the following damage types: acid, cold, fire, lightning, or thunder. If no element is chosen, the default is fire.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for every two slot levels above 3rd.
* - (a weapon)
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