You destroy a magical weapon, gaining it's enchantment for use on your own weapon or pact weapon. You can store an infinite number of enchantments on your chosen weapon, however you may only use two enchantments at a time. You can swap augments by casting this spell again without the components required. Stacking attack bonus enchantments (+1, +2, +3) will only allow you to get +4 maximum. Communicate with your DM to determine what enchantments can be turned in to augments, such as that of a Flame Tongue or a Vorpal Blade. Curses are also carried over in the augment. You learn all that is to be known of the augment when you gain it, however the curse may remain a mystery, at your DM's discretion.
At Higher Levels- Casting this at 5th level allows you to upgrade your weapon, allowing you to wield this weapon without fear of a curse. You can choose to remove the curse of the enchantment when equipping it onto your weapon. You can also keep the curse if you so choose.
Additionally, Casting this spell at 8th level allows you to equip three augments, and you may swap augments permanently as an action. Acquiring an augment still requires the full ritual.
* - ( Two Weapons, One to infuse and one non-magical (Excluding Pact Blades) one to keep. A 200gp Gem)Previous Versions
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