Enchanted Weapon - Ensorcelled Arms Alteration

PHB: page 76

Alteration

Reversible

Level: 4
Range: Touch
Duration: 5 rounds/level
Area of Effect: Weapon(s) touched
Components: V, S, M
Casting Time: 1 Turn
Saving Throw: None

This spell turns an ordinary weapon into a magical one.  The weapon is the equivalent of a +1 weapon but has no bonuses whatsoever.  Thus arrows, axes, bolts, bows, daggers, hammers, maces, spears, swords, etc. can be made into enchanted weapons.  Two small (arrows, bolts, daggers, etc.) or one large (axe, bow, hammer, mace, etc.) weapon can be affected by the spell.  Note that successful hits by enchanted missile weapons cause the spell to be broken, but that otherwise the spell duration lasts until the time limit based on the level of experience of the magic-user casting it expires, i.e. 40 rounds (4 turns) in the case of an 8th level magic user.  The material components of this spell are powdered lime and carbon.

DMG: n/a

In My Campaign: The weapons are enchanted according to the level of the magic-user casting the spell.  Level 7 - 10 +1, level 11 - 14 +2, level 15 and above +3.  The magic-user can enchant additional weapons as follows; 4 small or 2 large at 11th level, 6 small or 3 large at 15th level and above.  Enchanted weapons get the bonus to hit and damage.  Missile weapons keep their enchantment until the duration of the spell expires.


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