Elemental Weapon

A nonmagical weapon you touch becomes a magic weapon. Choose one of the following damage types: acid, cold, fire, lightning, or thunder. For the duration, the weapon has a +1 bonus to attack rolls and deals an extra 1d4 damage of the chosen type when it hits.   This gains a spell descriptor depending on the damage type dealt: Acid if you deal acid damage, Cold if you deal cold damage, Fire if you deal fire damage, Electricity if you deal lightning damage, and Sonic if you deal thunder damage.   At Higher Levels. When you cast this spell using a spell slot of 5th or 6th level, the bonus to attack rolls increases to +2 and the extra damage increases to 2d4. When you use a spell slot of 7th level or higher, the bonus increases to +3 and the extra damage increases to 3d4.

This is a rare option

This option requires special permission to take. In the case of spells, psionic powers, and similar options, this option must be found in the world and cannot be taken upon level-up.

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2nd Edition
Level
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School
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Range
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Save
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Duration
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Components
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AoE
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Casting Time
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3.5th Edition
Level
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Components
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Casting Time
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Range
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Effect
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Duration
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Saving Throw
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Spell Resistance
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4th Edition

 
5th Edition
Level
Druid 3, Paladin 3
Casting Time
1 Action
Range
Touch
Components
V, S
Duration
Concentration; Up to 1 Hour

 
Pathfinder 2e
Tags
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Traditions
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Cast
Range
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Defense
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