Casting Time: 1 action
                    
Range: Touch                    
Components: V, S
                    
Duration: Concentration
                        
, up to 1 hour
                    
Damage Type: Multiple
                   
                  
                  
                  
                    A nonmagical weapon you touch becomes a magic weapon. Choose one of the following damage types: acid, cold, fire, lightning, or thunder. For the duration, the weapon has a +1 bonus to attack rolls and deals an extra 1d4 damage of the chosen type when it hits.                  
                                      
                        
                        When you cast this spell using a spell slot of 5th or 6th level, the bonus to attack rolls increases to +2 and the extra damage increases to 2d4. When you use a spell slot of 7th level or higher, the bonus increases to +3 and the extra damage increases to 3d4.                    
                    
                        Verbal Component: 
                        Arma di Elementum                    
                        
                            Verbal Component (Alternative): 
                            I call forth an elemental power, strengthen this weapon - make my foes cower.                        
Classes: Paladin, Artificer
Domain: Air, Cold, Earth, Fire, Water
Tags: Buff, Damage
Source: Player's Handbook [5th Edition] (page 237)                  
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                            Spell FAQs
                                
                                    
                                    
                                    
                                
                                
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                            Other Planes and Effects
                            Below is information about this spell as it relates to other planes and area of effects (i.e. underwater). Some of the information is pulled official D&D sources (such as books and the twitter feeds of D&D officials), but other information is derived from forums and online discussions. As always, it is up to the DM to decide how they wish to handle spell effects.
                             
                                                        
                            
Underwater - Verbal Component
                            Official rules have been verified by Jeremy Crawford - "No rule prohibits verbal components from working underwater. Keep in mind that if you're talking, you're not holding your breath." Hence, while submerged underwater and holding its breath, a creature can cast a spell that requires a verbal component. After casting the spell, if the creature can't breathe underwater, it immediately runs out of breath. The creature can survive for a number of rounds equal to its Constitution modifier (minimum of 1 round).