Level
Cantrip
Casting Time
1 Action
Range/Area
Sight
Components
V, S
Duration
Concentration 2 Minutes
School
Conjuration
Attack/Save
None
Damage/Effect
Combat (...)

You channel magical energy to manifest a weapon you are proficient with in your hand. The weapon counts as magical. As a bonus action on your subsequent turns while concentrating on this spell, you can change the form of the weapon to any other weapon you are proficient with.

The spell’s power evolves as you level up:

Levels 1-4: The weapon has flaws based on its type. Ranged weapons have their normal range reduced to 75%. Melee weapons (including swords, axes, and whips) suffer a -2 penalty to their damage rolls.

Level 5: The flaws are removed. The weapon now deals its normal damage and has its normal range.

Level 11: You gain a +1 bonus to attack rolls made with this weapon.

Level 17: The weapon gains an extra magical effect. It deals an additional 1d6 Force damage on a hit.

Spell Tags: Combat Elemental

Available For: Cleric Druid Ranger Sorcerer Wizard Artificer

SirkInk

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