Magic Weapon, Greater

Transmutation

Level: Cleric 4, Paladin 3, Sorcerer 3, Wizard 3

Components: V, S, M/DF

Casting Time: 1 standard action

Range: Close (25 ft. + 5 ft./2 levels)

Targets: One weapon or fifty projectiles (all of which must be in contact with each other at the time of casting)

Duration: 1 hour/level

Saving Throw: Will negates (harmless, object)

Spell Resistance: Yes (harmless, object)

Magic weapon gives a weapon an enhancement bonus on attack and damage rolls of +1 per four caster levels (maximum +5). (An enhancement bonus does not stack with a masterwork weapon’s +1 bonus on attack rolls.)

Alternatively, you can affect as many as fifty arrows, bolts, or bullets. The projectiles must be of the same kind, and they have to be together (in the same quiver or other container). Projectiles, but not thrown weapons, lose their transmutation when used. (Treat shuriken as projectiles, rather than as thrown weapons, for the purpose of this spell.)

You can’t cast this spell on a natural weapon, such as an unarmed strike (instead, see greater magic fang). A monk’s unarmed strike is considered a weapon, and thus it can be enhanced by this spell.

Arcane Material Component: Powdered lime and carbon.

Source: Player’s Handbook (version 3.5), page 251.

Roll20 Macro

Arcane Version

Divine Version