Difference between revisions of "Enchanted Weapon (spell)"

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(Created page with "'''Enchanted Weapon''' is a spell that imbues an ordinary weapon with magical properties, allowing it to strike creatures that can only be harmed by enchanted arms. The weapon...")
 
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[[File:Enchanted Weapon (spell).jpg|right|525px|thumb]]
 
'''Enchanted Weapon''' is a spell that imbues an ordinary weapon with magical properties, allowing it to strike creatures that can only be harmed by enchanted arms. The weapon functions as a magical weapon conferring a +1 bonus [[Roll to Hit|to hit]] and [[Damage (hit points)|damage]].  The spell may be cast upon any weapon, or even a missile such as a single arrow or bolt, along with [[Sword (weapon)|swords]], [[Spear (weapon)|spears]], [[Mace (weapon)|maces]], axes, [[Bow (weapon)|bows]] and [[Dagger (weapon)|daggers]].
 
'''Enchanted Weapon''' is a spell that imbues an ordinary weapon with magical properties, allowing it to strike creatures that can only be harmed by enchanted arms. The weapon functions as a magical weapon conferring a +1 bonus [[Roll to Hit|to hit]] and [[Damage (hit points)|damage]].  The spell may be cast upon any weapon, or even a missile such as a single arrow or bolt, along with [[Sword (weapon)|swords]], [[Spear (weapon)|spears]], [[Mace (weapon)|maces]], axes, [[Bow (weapon)|bows]] and [[Dagger (weapon)|daggers]].
  
 
{{Spelltable
 
{{Spelltable
| name = Zephyr
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| name = Enchanted Weapon
| range = self
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| range = touch
| duration = 1 [[Combat Round|round]] per [[Experience Level|level]]
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| duration = 5 [[Combat Round|rounds]] per [[Experience Level|level]]
| area of effect = moves outward at 10 ft.<br>per level
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| area of effect = 1 weapon per 4 levels
| casting time = 1 round
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| casting time = 2 rounds
 
| save = none
 
| save = none
| level = [[Mage 2nd Level Spells|mage (2nd)]]
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| level = [[Mage 4th Level Spells|mage (4th)]]
 
}}
 
}}
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Weapons exceeding 25 lbs are too large to be effectively enchanted by this spell. This restriction applies primarily to siege weaponry, or exotic weapons wielded by creatures of great strength. Even magical weapons that exceed this weight cannot benefit from Enchanted Weapon, as the spell is designed to reinforce finely balanced arms rather than brute-force implements.  Normal weapons that have been [[Enlarge (spell)|enlarged through the spell]] are still affected.
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If the spell [[Extension II (spell)|extension II]]is applied, the enchantment doubles, increasing the weapon's bonus to +2 including the expansion of the spell's duration.
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Weapons affected by the spell do not glow or give any indication that they've been affected, which might serve as a sign to an enemy regarding who ought to be attacked or given special attention.  However, the effect can be [[Detect Magic (spell)|magically detected]], and [[Dispel Magic (spell)|dispelled]] as the enchantment is ongoing.  The enchanted weapon is unaffected by an enemy's [[Magic Resistance|magical resistance]].
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[[Category: Magical Spells]]

Revision as of 16:55, 26 March 2025

Enchanted Weapon (spell).jpg

Enchanted Weapon is a spell that imbues an ordinary weapon with magical properties, allowing it to strike creatures that can only be harmed by enchanted arms. The weapon functions as a magical weapon conferring a +1 bonus to hit and damage. The spell may be cast upon any weapon, or even a missile such as a single arrow or bolt, along with swords, spears, maces, axes, bows and daggers.

Enchanted Weapon
Range touch
Duration 5 rounds per level
Area of Effect 1 weapon per 4 levels
Casting Time 2 rounds
Saving Throw none
Level mage (4th)

Weapons exceeding 25 lbs are too large to be effectively enchanted by this spell. This restriction applies primarily to siege weaponry, or exotic weapons wielded by creatures of great strength. Even magical weapons that exceed this weight cannot benefit from Enchanted Weapon, as the spell is designed to reinforce finely balanced arms rather than brute-force implements. Normal weapons that have been enlarged through the spell are still affected.

If the spell extension IIis applied, the enchantment doubles, increasing the weapon's bonus to +2 including the expansion of the spell's duration.

Weapons affected by the spell do not glow or give any indication that they've been affected, which might serve as a sign to an enemy regarding who ought to be attacked or given special attention. However, the effect can be magically detected, and dispelled as the enchantment is ongoing. The enchanted weapon is unaffected by an enemy's magical resistance.