Level
6th
Casting Time
1 Action
Range/Area
Sight ()
Components
V
Duration
Concentration 6 Rounds
School
Enchantment
Attack/Save
None
Damage/Effect

the caster needs to do a DC10 INT/CAR check and if succeded the caster can give a weapon a random effect and need to roll 1d20 to enstablish it.

  • 1-5 fire: when the weapon hits the target gets 1d4 times the user CHA fire damage.
  • 6-10 poison: when thw weapon hits the target needs to do a DC15 CON save , if failed gets 1d4 times the user CHA poison damage for 3 round , if succeded takes half of that damage
  • 11-15 knockback: when the weapon hits the target, the target gets pushed an extra 30 ft. away
  • 16-19 echo: the weapon hits twice with a purpleish version of it following the same path that the original did, the echo deals 1d4/4 damage the original did.
  • 20 sharpness: the weapon deals double the damage.

if the weaon is a ranged one then roll both a d20 and a d10 instead of only a d20

  • 21-25 multishot: the weapon shoots more 1d6 progectiles .
  • 26-29 irregularity: the progectile doesn' t do a regula path and will always hit ifthere is any vulnerable spot.

Available For: Sorcerer (Legacy) Warlock (Legacy) Wizard (Legacy) - School of Enchantment (Legacy)

TheLobsterMaster

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