Infuse Weapon (5e Spell)

From D&D Wiki
Jump to navigation Jump to search
Infuse Weapon
1st-level Transmutation
Casting time: 1 action
Range: Touch
Components: V, S, M (a weapon; powdered gems worth at least 5 gp, which the spell consumes)
Duration: 8 hours


You touch a weapon and infuse it with magical energy, causing it to become magical for the spell's duration. If you cast this spell on the same weapon every day for a year, the effect becomes permanent.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the material component cost doubles and the enchantment placed upon the weapon becomes stronger, granting a +1 bonus to attack and damage rolls made with it and increasing the cost to 10 gp. The weapon bonus and material component cost both increase when you cast this spell using a spell slot of 5th level, (+2 for 20 gp), 7th level (+3 for 40 gp), or 9th level (+4 for 80 gp).

0.00
(0 votes)

Back to Main Page5e HomebrewSpellsArtificer
Back to Main Page5e HomebrewSpellsCleric
Back to Main Page5e HomebrewSpellsPaladin
Back to Main Page5e HomebrewSpellsWarlock
Back to Main Page5e HomebrewSpellsWizard