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, Blackguard 1 |
| Range | Touch (2.25 m) |
| Components | Verbal and somatic |
| Can be aimed at | yourself, a creature, an item or a placeable |
| Concentration | Damage can interrupt the casting |
| Descriptor | Weapon Enchantment |
| Area of Effect / Target | Melee Weapon or Creature |
| Duration | 1 hour (2 minutes) per caster level. Extend doubles it. |
| Save | None |
| Spell Resistance | No |
| Metamagic allowed | Extend, Quicken (Bard, Cleric, Wizard or Sorcerer; Paladin or Blackguard with Automatic Quicken Spell I), Silent, Still. The Automatic feats need level 9 spells, so a Paladin or Blackguard takes them only with a second class that casts them |
See also
- Magic - save DCs, saving throws and when you cannot cast
- Spells
- Classes
