Take Up Arms (5e Spell)

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Take Up Arms
1st-level Conjuration
Casting time: 1 action
Range: Touch
Components: V, S, M (A simple stick or rock)
Duration: Concentration, up to 1 hour


When you cast this spell, you call upon the weave to provide you with a weapon. You conjure a nonmagical weapon from the prime material plane, only being able to call for a weapon with which you are proficient. Should you conjure a bow or similar ranged weapon, you also conjure a quiver of 20 nonmagical arrows with it. When the spell ends, the conjured weapon is returned to its original place in the prime material plane. Should the weapon leave your grasp or should you damage the weapon severely, the spell ends early.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher you instead conjure a magical weapon with +1 to attack and damage rolls. When you cast this spell using a spell slot of 5th level or higher, you instead conjure a magical weapon with +2 to attack and damage rolls. When you cast this spell using a spell slot of 7th level or higher, you instead conjure a magical weapon with +3 to attack and damage rolls.


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