You touch a nonmagical weapon and flood it with Eidomantic energy.
For the duration:
- It becomes magical.
- It gains a +2 bonus to attack rolls.
- It gains a +2 bonus to damage rolls.
- It deals one additional weapon damage die whenever it hits.
- Its damage, including damage from its ammunition, is considered magical and eidolic.
- While you wield the weapon, you can make one attack with it as a Bonus Action.
Magic Weapons
You can cast Eidomantic Weapon on an already magical weapon.
If you do, the spell's bonus to attack and damage rolls is reduced by 2.
Thus the normal +2 becomes +0, but the weapon still receives the spell's other effects, including the additional damage die and Bonus Action attack.
At Higher Levels
For every two slot levels above 3rd, choose one:
- Increase the attack and damage bonus by +1, to a maximum of +4.
- Affect one additional weapon you touch.
- Add one additional weapon damage die when the weapon hits.
Thus:
| Slot | Improvements |
|---|---|
| 3rd | 0 |
| 4th | 0 |
| 5th | 1 |
| 6th | 1 |
| 7th | 2 |
| 8th | 2 |
| 9th | 3 |
Eidomancy Burn
This spell does use Eidomancy Burn.
When the spell ends, make a Constitution saving throw:
DC = 10 + slot level + turns after the first spent concentrating
On failure:
- Gain Exhaustion equal to half the spell's level, rounded down, minimum 1.
- You cannot cast Eidomantic Weapon again for 7 days.
- If the failure would raise you to Exhaustion 6, you instead remain at Exhaustion 5 and immediately fall to 0 Hit Points.
Arcane Reinforcement: If you fail a Constitution save to maintain concentration on an Eidomancy spell, you can use your Reaction to roll another d20 and substitute the new roll for the original roll.
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