You touch a weapon and enchant it with extraordinary abilities. When you roll damage with this weapon, it deals extra damage of a given element. The element and bonus effect is determined by what spell level is used to cast the spell.
2nd Level: The weapon deals a bonus 1d6 of it’s standard damage and whenever you score a critical hit with this weapon, roll one additional damage die.
4th Level: The weapon deals a bonus 2d6 fire damage, and the target must make a dexterity saving throw or take an additional 2d6 fire damage.
6th Level: The weapon deals a bonus 2d8 lighting damage, and any creature that takes damage from this attack must make a constitution saving throw or they loose any multiattack or extra attack features and halves it’s speed until the end of it’s next turn. If a creature succeeds this saving throw, they are immune to this saving throw for 24 hours.
8th Level: The weapon deals an additional 3d6 psychic damage; and the target must make an intelligence saving throw or be paralyzed for one turn. If a creature succeeds this saving throw, they are immune to this saving throw for 24 hours.
9th Level: The weapon replicates all predeceasing abilities except the player must choose one damage buff outlined in this spell.
* - (A weapon)Previous Versions
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12/5/2020 1:43:45 PM
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Coming Soon
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