Align Weapon

2nd-level transmutation (ritual) (Artificer,Cleric,Paladin)


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (one weapon or fifty projectiles)
  • Duration: Concentration, up to 1 minute

You infuse a weapon you touch with the energies of one of the Outer Planes, energies which correspond strongly to certain ethical or moral alignments and inflict extra damage against certain types of creatures. When you cast this spell, choose one of these four planes:

  • Elysium (Good): Aberrations, chromatic dragons, elementals, fiends, or undead.
  • Hades (Evil): Beasts, celestials, metallic dragons, humanoids, or plants.
  • Limbo (Chaos): Constructs, angels, dragons, devils, or giants.
  • Mechanus (Law): Aberrations, demons, fey, monstrosities, oozes, or undead.

Until the spell ends, the weapon inflicts an additional 2d6 force damage against the types of creatures listed for the chosen plane.

Your alignment may limit your choice of planar energies when you cast this spell. If you are evil-aligned, you cannot choose Elysium; if you are good-aligned, you cannot choose Hades, if you are lawful in alignment, you cannot choose Limbo; if your alignment is chaotic, you cannot choose Mechanus.