Level
3rd
Casting Time
1 Action
Range/Area
Touch
Components
V, S, M *
Duration
Concentration
1 Minute
School
Conjuration
Attack/Save
Melee
Damage/Effect
Buff (...)
This spell summoning energies of chaos to a weapon, that the spellcaster touches. If the weapon is magical, then must be rolled with d20 ,wild magic for a chance. If you roll 1, then you must be rolled on the Wild Magic Table, but the spell is activated.
The spell causes the weapon to tremble, buzz, twist, bend and flutter.It does not hurt the user of the weapon, but it's very scary and unpredictable. As long as you hold it in your hand, you can fold with an advantage Intimidation checks.
Damage to a weapon can be given one of the following effects per attack (roll 1d10):
- Double magical damage Dice (etc.: 1d6 in case of 2d6).
- +1d6 Acid damage.
- +1d4 Necrotic damage and the same amount is heals by the weapon user.
- +1d4 Poison damage and the target must be Constitution saving throw (DC: 10), what if failed, then will be Poisoned.
- +1d8 Fire damage.
- +1-d8 Thunder damage.
- +1d8 Cold damage.
- +1d4 Psychic damage and the target must be Intelligence saving throw (DC: 10), what if failed, then will be Stunned.
- +1d8 Lightning damage.
- +1d10 Force damage.
At Higher levels. When you cast this spell using spell slot of 3rd level or higher, the damage increase by +1 Dice (1d4, 1d6, 1d8, 1d10 according to table) to every two slot levels above 2nd.
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