
| Magic weapons |
|---|
| 1: magic weapon 3: greater magic weapon |
Spell level: bard 1; cleric 1; paladin 1; sorcerer/wizard 1
Innate level: 1
School: transmutation
Descriptor: weapon enchantment
Components: verbal, somatic
Range: touch
Area of effect: melee weapon or creature
Duration: 1 hour / level
Save: none
Spell resistance: no
Description: You empower the touched weapon with a +1 enhancement bonus.
Notes
- Requires Hordes of the Underdark.
- When cast on a creature, the spell affects the melee weapon in the creature's main hand (if there is one).
- This spell can be cast on seemingly unarmed creatures (such as animals) to target one of their natural weapons (even though the effect will not be reported in the character sheet). The "right" slot is targeted if possible; the "bite" slot otherwise. A creature with only a "left" weapon (e.g. some polymorphs) will not benefit from this spell.
- An existing enhancement bonus will block the addition of the enhancement bonus from this spell. In particular, a player should wait for this spell to expire before casting it again on the same weapon.
Custom content notes
- script:
X2_S0_MagcWeap - The standard script will not recognize custom base items as weapons.
External Links
- Magic weapon on the Forgotten Realms Wiki, a wiki for the Dungeons & Dragons campaign setting Forgotten Realms.