Magic Weapon
TransmutationYou touch a nonmagical weapon. Until the spell ends, that weapon becomes a magic weapon with a +1 bonus to attack rolls and damage rolls.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the bonus increases to +2. When you use a spell slot of 6th level or higher, the bonus increases to +3.
Spell Details
Player Guide
Use Magic Weapon on your party's primary damage dealer before entering prolonged combat to maximize the spell's 1-hour duration and concentration investment. The +1 bonus stacks with magical items and sneak attack, making it especially valuable for rogues, fighters, and rangers who attack frequently. Cast it proactively rather than reactively, and be mindful that losing concentration wastes the spell slot—consider using it when your party can control the battlefield. Remember that it only works on nonmagical weapons, so it becomes obsolete once martial characters acquire magical weapons.
Spell Combos
DM Tips
Clarify whether Magic Weapon applies to unarmed strikes or only manufactured weapons—the spell specifies 'weapon,' typically meaning weapons per the equipment chapter. Remember that this spell ends if the caster loses concentration or the 1-hour duration expires, and consider how readily available magical weapons are in your campaign to determine this spell's long-term usefulness.