the spell must be casted on an ally's weapon of choice, when doing so, the caster can choose which element it should be, the elemental perks are listed as follows:
water: when this weapon gets hit with lightning, this attack is an automatic vulnerability to those who are neutral to bludgeoning, piercing, and slashing.
earth: this weapon can cast an earthquake spell with an attack action.
air: can give any enemies a 30ft knockback in the direction of attack.
fire: gains 1 level of exhaustion to whichever enemy that gets hit with this weapon.
when using this spell of a spell level of 4th or higher, this weapon can deal and extra 1d6 of cold damage, bludgeoning damage, force damage, and fire damage respectively.
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