Magic Weapon
You empower your target's weapon with a +1 enhancement bonus. If the weapon is ranged, the ammunitions will be taken (but only attack bonus will be applied). If the target has no weapons, the gloves are taken (but only attack bonus will be applied). If there are no gloves, the first creature weapon is taken, if any.
| School | Transmutation (opposed by Conjuration) |
| Spell level | Bard 1, Cleric 1, Paladin 1, Wizard and Sorcerer 1 |
| Range | Touch - 2.25 metres |
| Components | Verbal and somatic |
| Can be aimed at | yourself, a creature, an item or a placeable |
| Concentration | Casting can be disrupted by damage |
| Descriptor | Weapon Enchantment |
| Area of Effect / Target | Melee Weapon or Creature |
| Duration | 1 Hour / Level |
| Save | None |
| Spell Resistance | No |
| Metamagic allowed | Extend, Quicken, Silent, Still |
How it works
- It lasts one turn per caster level, and Extend doubles that.
See also
- Magic - save DCs, saving throws and when you cannot cast
- Spells
- Classes