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Magic Weapon

Level 2 · Transmutation

  • Utility

Magic Weapon occupies the transmutation school at level 2, available to paladin, ranger, sorcerer, and wizard. Cast time: Bonus Action. Range Touch, components V/S, duration 1 hour. Effect: You touch a nonmagical weapon. At higher levels: The bonus increases to +2 with a level 3–5 spell slot. The bonus increases to +3 with a level 6+ spell slot.

Stat Block

Level
2
School
Transmutation
Casting Time
Bonus Action
Range / Area
Touch
Components
V, S
Duration
1 Hour
Ritual
No
Concentration
No
Classes
Paladin, Ranger, Sorcerer, Wizard
Material

Description

You touch a nonmagical weapon. Until the spell ends, that weapon becomes a magic weapon with a +1 bonus to attack rolls and damage rolls. The spell ends early if you cast it again.

At Higher Levels: The bonus increases to +2 with a level 3–5 spell slot. The bonus increases to +3 with a level 6+ spell slot.

5e (2014) vs 2024 changes

This spell has both a 5e (2014) and 2024 Player's Handbook version. Doungim shows the current 2024 stat block above. Differences between editions typically affect components, range, or scaling — check both source books for the table.

Doungim Lore

School Fit

Transmutation spells edit the parameters of a fight. Haste doubles speed; Slow halves it. Enlarge changes a body's category; Reduce shrinks it. The school tag on Magic Weapon is earned by the spell rewrites a property of a body, an object, or terrain. Tier-2 play opens up 2nd-level slots regularly; Magic Weapon fits the daily rotation.

Class Fit

  • Paladin: Oath bonus spells fill some of the prep automatically — Vengeance gets Bane and Hunter's Mark, Devotion gets Protection from Evil — check before adding Magic Weapon manually. Magic Weapon scales when upcast — see the higher-level note on the spell page.
  • Ranger: A Ranger picking Magic Weapon compares it against the class's bread-and-butter Hunter's Mark — the slot economy favors picks that work in more than one terrain. Because Magic Weapon uses a Bonus Action, the caster can still cast an Action spell that same turn.
  • Sorcerer: Metamagic is the angle for Magic Weapon on a Sorcerer. Twin, Quicken, Subtle, Heightened, and Extended each change what the spell does at the table. At higher spell-slot levels Magic Weapon grows — refer to the upcast clause for the exact terms.
  • Wizard: Once Magic Weapon is in the spellbook the cost is gold-and-ritual-time at acquisition; from then on the daily prep decision is free. Casting Magic Weapon leaves the Action free — most builds spend it on a cantrip or weapon attack.
Paladin spellsRanger spellsSorcerer spellsWizard spellsTransmutation schoolLevel 2

Related Spells

Frequently Asked Questions about Magic Weapon

What level spell is Magic Weapon?
Magic Weapon sits at level 2 in the Transmutation school of magic, prepared by Paladin, Ranger, Sorcerer, Wizard.
What is the range of Magic Weapon?
Touch range on Magic Weapon means the caster has to make physical contact with the target.
How long does Magic Weapon last?
The duration on Magic Weapon is 1 hour, with no concentration required.
What components and casting time does Magic Weapon need?
For Magic Weapon: the cast needs V, S; on top of that, the casting time is bonus action (not a standard Action).
Can Magic Weapon be upcast?
Yes — The bonus increases to +2 with a level 3–5 spell slot. The bonus increases to +3 with a level 6+ spell slot.
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QR code linking to Magic Weapon — https://www.doungim.com/dnd/spells/magic-weapon Scannable QR code encoding the URL https://www.doungim.com/dnd/spells/magic-weapon. Point a phone camera at this code to open the Magic Weapon page on your mobile device — useful at the table when a DM's laptop or a printed sheet is showing the page.
Scannable QR code encoding the URL https://www.doungim.com/dnd/spells/magic-weapon. Point a phone camera at this code to open the Magic Weapon page on your mobile device — useful at the table when a DM's laptop or a printed sheet is showing the page.