Source: Spells That Don't Suck
You touch a weapon, imbuing it with magic until the spell ends. A nonmagical weapon becomes magical, and the weapon gains a +1 bonus to attack rolls and deals an extra 1d4 force damage.
A creature wielding an amplified weapon can use a bonus action to make it start or stop glowing. The wielder chooses the color and amount of bright light from a 5-foot radius to a 30-foot radius, with dim light for an additional equal distance.
When you cast this spell using a spell slot of 4th level or higher, the bonus increases to +2 and the force damage increases to 1d6. When you use a spell slot of 6th level or higher, the bonus increases to +3 and the force damage increases to 1d8.
About Force Weapon
Force Weapon is a Level 2 level spell from the school of Transmutation.
This spell has a casting time of bonus-action , and a range of Touch . It has a duration of Instantaneous.
Spell Details
Complete details
Spell Details
Complete details about this spell:
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At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the bonus increases to +2 and the force damage increases to 1d6.
Casting Tips
2 tips
Casting Tips
Consider these tips when casting this spell:
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Tactical Use: Ideal for low-level encounters and utility situations. Consider environmental interactions for creative problem-solving.
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Concentration: Requires concentration. Maintain focus to sustain the spell's effect.
School of Magic: Transmutation
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School of Magic: Transmutation
Transmutation spells change the properties of creatures, objects, or the environment.
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