You summon a minor arcane weapon in an empty hand. If both hands are occupied, this spell fails. When you cast this spell, you can summon one of the following options, each with their own effects:
-A simple weapon you're proficient with. This includes ranged weapons as well. The summoned weapons will have the same properties as the original, but it is considered a magic weapon. The summoned weapon deals an extra die of damage with you hit with it. (For example, a dagger would deal 2d4 damage instead of 1d4).
-A shortsword or scimitar that deals 2d6 damage, counting as a magical weapon.
-A small hand firearm: Ranged magical weapon, range 60/120 ft, 2d6 piercing damage, light (you are able to perform two weapon fighting if the conditions for it are met).
This weapon exists thanks to your raw arcane energy, meaning if you ever let go of the weapon in any way, it disappears and this spell ends. If you throw the summoned weapon, it dissapears as soon as you let go of it, having no effect.
Level
3rd
Casting Time
1 Bonus Action
Range/Area
Self
Components
V, S
Duration
1 Hour
School
Conjuration
Attack/Save
None
Damage/Effect
Combat (...)
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