You reach out to the spirits of regret, judgment, or vengance and beckon them to infuse your weapon with their might.
One melee weapon you have equipped gains the Reach property and deals an additional 2d6 Cold, Radiant, or Necortic damage. (chosen when cast)
As long as your weapon is infused, you can make a ranged weapon attack (20/60) to send a wave of energy at your target for 2d6 damage plus your weapon or casting modifier. Once doing so your weapon remains in your hand, but loses all benefits of this spell until you recall the spirits as a bonus action.
If the weapon used has an effect on hit, all attacks made with this spell count as attacks of this weapon. Also if the caster drops the weapon or is disarmed, the weapon is no longer infused at the end of their next turn unless reequipped. The spirits can be infused into a different weapon as long as the spell is active.
At Higher Levels The bonus and ranged damage increase by 1d6 for each spell level above 3rd.
* - (A Simple or Martial Melee Weapon)
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