Level
1st
Casting Time
1 Action Ritual
Range/Area
Touch
Components
V, S, M *
Duration
8 Hours
School
Enchantment
Attack/Save
None
Damage/Effect

You are able to tap in to primal magic of your blood line imbuing your weapon with the strength of your ancestors. You Draw a rune with your blood on your weapon enchanting it. expend one hit die and a spell slot to enchant your melee weapon with a +1 to hit and +1 to damage for 8 hours. This weapon counts as magical for the purpose of overcoming Resistance and immunity to nonmagical attacks and damage. This enchantment disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you recast the spell again, or if you die.

You may cast this spell at a higher levels expending an extra hit die and spell slot to increase the duration by 8 hours not exceeding 24 hours. 2 hit die and a level 2 spell slot (16 hours), 3 hit die and a level 3 spell slot (24 hours)

* - (Your own Blood)

Available For: Sorcerer (Legacy) Warlock (Legacy) Wizard (Legacy) - School of Enchantment (Legacy)

Eloom

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