Level
3rd
Casting Time
1 Bonus Action
Range/Area
Self
Components
V, S
Duration
1 Hour
School
Conjuration
Attack/Save
None
Damage/Effect

You summon a magical weapon of your choice into your hand. The weapon can take the form of any simple or martial weapon, and it appears fully formed and ready for combat. The weapon is considered magical for the purpose of overcoming resistance to nonmagical attacks and damage.

You must be proficient with the weapon you wish to conjure. The summoned weapon has the same properties as a regular version of that weapon, but you can use your spellcasting ability modifier instead of Strength or Dexterity for attack and damage rolls. The weapon deals damage of a type consistent with its form (bludgeoning, piercing, or slashing).

If the weapon leaves your hand, whether by throwing it or any other means, it disappears after 1 minute. The spell ends if you cast it again, dismiss it as a bonus action, or if the weapon is destroyed.

At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the weapon gains a +1 bonus to attack and damage rolls for every slot level above 3rd (maximum of +3).

Available For: Ranger (Legacy) Sorcerer (Legacy) Warlock (Legacy) Wizard (Legacy) Cleric (Legacy) - War Domain (Legacy) Fighter (Legacy) - Eldritch Knight (Legacy) Rogue (Legacy) - Arcane Trickster (Legacy)

Minitar

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