You touch a weapon or other piece of equipment, imbuing it with magical power.
When you finish casting this spell, if the target of the spell was a weapon, it becomes magical if it wasn't before. Additionally, choose one of the enchantments from the table below. The item gains that effect for the duration of the spell. If you concentrate on the spell for the full duration, the enchantment becomes permanent.
If you cast this spell on an item that has already been enchanted in this way, you must expend a spell slot one level higher than the highest-level spell slot used on this item previously. For example, if you wish to enchant a sword that was previously enchanted by a 5th-level casting of this spell, you must expend a 6th-level spell slot in order to add another effect or to upcast the same one.
If you choose an effect that the target object already has, the enchantment becomes "upcast", if the table shows that that enchantment can be upcast. Typically, only enchantments that deal additional damage dice can be upcast, and such an upcast enchantment deals one additional die of damage each time that enchantment is upcast on the same object in this way. Exceptions are the amplified enchantment, for which the bonus to attack and damage rolls increases by 1 with each upcasting of it, and the draining enchantment, for which each upcasting of the enchantment adds an additional d6 of healing.
An identify spell reveals whether an item is enchanted with this spell, and it also reveals what effect(s) the item has. If you use this spell on a magic item whose magic was not derived from a casting of this spell, your casting fails.
The table below displays available enchantments, the types of items they can be used on, and their effects.
ENCHANTMENT |
COMPATIBILITY |
EFFECT |
CAN BE UPCAST? |
|
Flaming |
Melee simple or martial weapons |
A successful attack deals an extra 1d4 fire damage |
Yes |
|
Shocking |
Melee simple or martial weapons |
A successful attack deals an extra 1d4 lightning damage |
Yes |
|
Cursed |
Melee weapons |
A successful attack imposes disadvantage on the next attack roll, ability check, or saving throw the target makes |
No |
|
Weakening |
Melee weapons |
A successful attack causes 1d4 to be subtracted from the damage roll of the next attack the target makes that hits |
Yes |
|
Repelling |
Heavy weapons |
A successful attack pushes the target 5 feet away from the attacker |
No |
|
Dragon-Bane |
Melee weapons |
A successful attack deals an extra 1d6 force damage if the target is a dragon |
Yes |
|
Giant-Bane |
Melee weapons |
A successful attack deals an extra 1d6 force damage if the target is a giant |
Yes |
|
Death-Bane |
Melee weapons |
A successful attack deals an extra 1d6 force damage if the target is undead |
Yes |
|
God-Bane |
Melee weapons |
A successful attack deals an extra 1d6 force damage if the target is a celestial |
Yes |
|
Devil-Bane |
Melee weapons |
A successful attack deals an extra 1d6 force damage if the target is a fiend |
Yes |
|
Chaos-Bane |
Melee weapons |
A successful attack deals an extra 1d6 force damage if the target is an aberration |
Yes |
|
Swarm-Bane |
Melee weapons |
A successful attack deals an extra 1d6 force damage if the target is a swarm |
Yes |
|
Bane of The Colossus |
Heavy weapons |
A successful attack deals an extra 1d6 force damage if the target is Huge or larger |
Yes |
|
Crushing |
Heavy weapons |
Attacks deal double damage to structures |
No |
|
Returning |
Ranged weapons, weapons with the thrown property |
After an attack, a used piece of ammunition or thrown weapon returns to the attacker, whether the attack hit or missed |
No |
|
Severing |
Melee weapons |
A critical hit severs a random one of the target's limbs |
No |
|
Slowing |
Ranged weapons, weapons with the thrown property |
A successful attack causes the target to be under the effects of the slow spell until the start of your next turn |
No |
|
Radiant |
Ranged weapons, weapons with the thrown property |
A successful attack causes the target to be blinded until the start of your next turn |
No |
|
Destroying |
Melee weapons |
A successful attack causes the target to take double damage from the next attack that hits them (maximum of 40) |
No |
|
Grasping |
Ranged weapons, weapons with the thrown property |
A successful attack causes the target to be pulled 5 feet closer to the attacker |
No |
|
Piercing |
Ranged weapons, weapons with the thrown property |
A successful attack causes the projectile to pass through the target after dealing its damage. Make another attack for each additional creature in the projectile's path, stopping after 3 creatures (besides the target) have been attacked or after an attack misses |
No |
|
Warping |
Ranged weapons, weapons with the thrown property |
A successful attack causes the target to be teleported to a random unoccupied space within 20 feet of them |
No |
|
Shattering |
Simple weapons, martial weapons |
On a successful attack, roll a d20. On a roll of 19 or 20, a random piece of the target's equipment breaks and is rendered unusable |
No |
|
Amplified |
Any weapon |
The weapon gains a +1 bonus to attack and damage rolls |
Yes* |
|
Draining |
Melee weapons |
A successful attack causes the attacker to regain 1d6 hit points, provided the target took at least 10 damage from the attack |
Yes* |
|
Absorbing |
Shields |
When attacked, the shield's wielder can use their reaction to add 2 to their AC until the start of their next turn |
No |
|
Spiteful |
Shields |
When a melee attack hits the wielder, the wielder can use their reaction to cause the attacker to take half the damage dealt |
No |
|
Interposing |
Shields |
When an ally within 5 feet of the wielder is attacked, the wielder can use their reaction to add 2 to the ally's AC until the start of their next turn |
No |
|
Deflecting |
Shields |
When a ranged attack misses the wielder, there is a 50% chance that the projectile is deflected back at the attacker |
No |
|
Element-Absorbing |
Shields |
When the wielder takes acid, cold, fire, lightning, poison, or thunder damage, they can use their reaction to reduce the damage by 1d4 |
Yes |
|
Impulsive |
Melee weapons |
When a hostile creature enters within 5 feet of the creature wielding the weapon, the wielder can use their reaction to make a melee attack against the triggering creature |
No |
|
Spreading |
Ranged weapons, weapons with the thrown property |
A successful attack causes a random creature within 10 feet of the target to take half the attack's damage |
No |
|
Thieving |
Weapons with the finesse property |
A successful attack causes a random possession of the target with a maximum value of 10 GP to be transferred to the attacker |
No |
|
Hungry |
Any weapon |
A creature reduced to 0 hit points by an attack vanishes, and the attacker gains 2d10 temporary hit points and is sustained as though they had eaten a day's worth of rations |
No |
|
Water-Loving |
Ranged weapons, weapons with the thrown property |
Being underwater does not impose disadvantage on attacks, and successful attacks deal an extra 1d4 cold damage |
Yes |
|
Skulking |
Ranged weapons, weapons with the thrown property |
A missed attack does not reveal the attacker's location |
No |
|
Sprinting |
Weapons with the finesse property |
A successful attack grants the attacker an additional 10 feet of movement until the start of their next turn |
No |
|
Dueling |
Melee simple or martial weapons |
A successful attack prevents the target from attacking anyone besides the attacker until the start of the attacker's next turn |
No |
|
Observing |
Martial weapons, weapons with the finesse property |
A successful attack reveals the target's AC and current hit points |
No |
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can add an additional enchantment to an item that has already been enchanted by a casting of this spell that used a spell slot no higher than one level below the spell slot you are expending.
* - (a focus worth at least 1,000 gp, such as a crystal ball, a silver mirror, or a font filled with holy water)Previous Versions
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