Force Weapon

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 wie

Level
2
School
Transmutation
Casting time
bonus-action
Range
Touch
Components
V, S
Duration
1 hour
Classes
Paladin, Wizard
Concentration
Yes

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 and licence

From Spells That Don’t Suck.

Licence: SRD (CC BY 4.0).

Every licence notice Tavern Bag relies on.