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Force Weapon 2014

2nd-level transmutation

Casting time
1 bonus action
Range
Touch
Components
V, S
Duration
Concentration, up to 1 hour
Classes
Paladin, Wizard

You touch a weapon, imbuing it with magic until the spell ends. A nonmagical weapon becomes magical, and the weapon gains a +1 bonus to attack rolls and deals an extra 1d4 force damage.

A creature wielding an amplified weapon can use a bonus action to make it start or stop glowing. The wielder chooses the color and amount of bright light from a 5-foot radius to a 30-foot radius, with dim light for an additional equal distance.

At higher levels

When you cast this spell using a spell slot of 4th level or higher, the bonus increases to +2 and the force damage increases to 1d6. When you use a spell slot of 6th level or higher, the bonus increases to +3 and the force damage increases to 1d8.

Source: Spells That Don't Suck (Somanyrobots) · License: Creative Commons Attribution 4.0 details