Mighty Wallop, Greater

Transmutation

Level: Sorcerer 3, Wizard 3

Components: V, S, F

Casting Time: 1 standard action

Range: Touch

Target: One bludgeoning melee weapon

Duration: 1 hour/level

Saving Throw: None (object)

Spell Resistance: No (object)

The head of the weapon you touch is suddenly encased in a filmy halo that only you can see, extending out from the weapon to a distance of several inches.

Greater mighty wallop increases the damage of a bludgeoning melee weapon by one size category for every four caster levels you have without increasing the dimensions or weight of the weapon. For a Small weapon, find the weapon’s damage value on the table below and adjust it to the value in the right-hand column for the duration of the spell.

Original DamageAdjusted Damage
11d2
1d21d3
1d31d4
1d41d6
1d61d8
1d81d10
1d101d12

For subsequent damage increases once a weapon is the equivalent of a Medium or larger weapon, refer to Increasing Damage by Weapon Size.

Focus: A bludgeoning melee weapon.

Source: Races of the Dragon, page 115. Updated text from might wallop with changes for greater mighty wallop.

Roll20 Macro

Arcane Version