Stop Breaking Immersion to Take Notes β€” Loreify captures your sessions automatically while you play.

    Never Lose Track of Your Campaign β€” Join 250+ DMs using Loreify. Notes ready in 5-10 minutes.

    Quick Answer

    Magic Weapon is a 2nd-level transmutation spell for Paladins and Wizards (Rangers and Sorcerers also get it in 2024). As a bonus action, you touch a nonmagical weapon and it becomes a magic weapon with +1 to attack and damage rolls for up to 1 hour. In the 2014 rules it needs concentration and the bonus becomes +2 with a 4th-level slot and +3 with a 6th-level slot. In the 2024 rules there is no concentration, and the bonus is +2 with a 3rd- to 5th-level slot and +3 with a 6th-level or higher slot.

    Overview

    Magic Weapon does two jobs. The first is the bonus: +1 to hit and +1 damage on every attack with that weapon for an hour. The second, in the 2014 rules, is the word "magic." Many 2014 monsters resist or ignore bludgeoning, piercing, and slashing damage "from nonmagical attacks." An attack with a magic weapon gets past that.

    That second job is why the spell is worth knowing in a 2014 game. In the 2014 SRD monster data, 70 of 334 entries have that resistance or immunity (each lycanthrope form counts as its own entry). The list includes most SRD devils, the werewolf and other lycanthropes, gargoyles, wights, shadows, and vampires. A party without magic weapons can stall against those.

    The 2024 monster stat blocks dropped the "nonmagical attacks" wording, and none of the 342 in the 2024 SRD data have it. In 2024, Magic Weapon is a plain accuracy and damage buff. Losing concentration makes up for that: a 2024 caster can enchant the fighter's sword and still hold another concentration spell.

    Stat Block

    PropertyValue
    Level2
    SchoolTransmutation
    Casting Time1 bonus action
    RangeTouch
    ComponentsV, S
    MaterialNone
    DurationUp to 1 hour
    ConcentrationYes
    RitualNo
    Save/AttackNone
    ClassesPaladin, Wizard

    When NOT to Use This

    • β€’The weapon is already magical. The spell only targets a nonmagical weapon.
    • β€’(2014) You need your concentration for something stronger, like Bless or Hold Person.
    • β€’(2024) The enemies have no special resistances and the fight will be short. +1 for three rounds is a small return on a 2nd-level slot.
    • β€’The attacker fights with unarmed strikes. Both editions say an unarmed strike isn't a weapon.

    Spell Slot Efficiency

    MetricAssessment
    Slot EfficiencyExcellent against 2014 "nonmagical attacks" resistance. Modest otherwise.
    Action EconomyA bonus action, so you can still act.
    Opportunity Cost2014: concentration for an hour. 2024: one slot, and the one-slot-per-turn rule.

    When worth the slot: A 2014 party facing lycanthropes, devils, or undead with no magic weapons yet.

    When NOT worth the slot: When someone already has a magic weapon, or the fight is a brief skirmish.

    Upcasting

    Slot2014 bonus2024 bonus
    2nd+1+1
    3rd+1+2
    4th–5th+2+2
    6th++3+3

    The 3rd-level slot is the difference. In 2014 it wastes a slot level; in 2024 it buys +2.

    Pro Tips

    Tip #1: Cast it on the best attacker, not yourself.

    Why it works: It's a touch spell on "a nonmagical weapon," with no requirement that you wield it. A wizard can enchant the fighter's longsword, who has Extra Attack and makes more attacks per round than the wizard.

    This avoids the mistake of: Enchanting the wizard's dagger.

    Tip #2: Cast it before the fight when you can.

    Why it works: It lasts an hour. Casting it as you open the lair door means the bonus action in combat goes to something else.

    This avoids the mistake of: Spending round one's bonus action on it, which also limits what else you can cast that turn.

    Tip #3: Use it to save weapons from corrosion.

    Why it works: The black pudding and gray ooze damage "nonmagical" weapons that hit them, in both editions. The 2014 rust monster corrodes nonmagical metal weapons that hit it; the 2024 one instead uses its Antennae on a nonmagical metal weapon or armor (DC 11 Dex save). While the spell lasts, the weapon is magic, so none of these apply to it. The black pudding is immune to slashing, so use a bludgeoning or piercing weapon on it.

    This avoids the mistake of: Losing a fighter's favorite sword to a gray ooze.

    Tip #4: Plan around the casting rules.

    Why it works: In 2014, casting a bonus action spell means the only other spell you can cast that turn is a cantrip with a casting time of 1 action. In 2024, you can expend only one spell slot per turn. Either way, Magic Weapon plus a leveled spell on the same turn doesn't work.

    This avoids the mistake of: Planning Magic Weapon and Fireball on the same turn.

    Common Mistakes to Avoid

    Casting it on a +1 weapon

    Why it's bad: The target must be a nonmagical weapon. A +1 longsword is already magical.

    Do this instead: Enchant a different ally's mundane weapon.

    Using a 3rd-level slot in 2014

    Why it's bad: The 2014 bonus only rises to +2 at 4th level. A 3rd-level slot gives the same +1 as a 2nd.

    Do this instead: Use a 2nd-level slot, or a 4th if you want +2.

    Forgetting concentration (2014)

    Why it's bad: Damage to the caster can break it, and casting another concentration spell ends it.

    Do this instead: Have the caster stay back, or accept losing it when you need Bless.

    Assuming 2024 monsters care

    Why it's bad: 2024 stat blocks don't have resistance to "nonmagical attacks." A 2024 werewolf has no damage immunities at all.

    Do this instead: In 2024, treat it as +1 to hit and damage, and judge it on that.

    Usage Tips

    • β€’2014 werewolf: The 2014 werewolf is immune to bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons. A 5th-level fighter with 16 Strength swings a mundane longsword at +6 and deals 0 damage on a hit. With Magic Weapon, that's +7 against AC 12 (hybrid form): hits on a 5 or higher, 80%, for 1d8 + 4 (8.5) each. Two attacks average 13.6 damage per round. The 2024 werewolf (AC 15, 71 HP) has no immunity, so the mundane sword already works.
    • β€’2014 gargoyle: Resistant to nonmagical attacks that aren't adamantine. Magic Weapon doubles the damage that gets through. The 2024 gargoyle has no such resistance.
    • β€’What +1 is worth (2024): The same fighter attacking at +6 against AC 15 hits on 9 or higher, 60%. With +1 it hits 65%, and each hit deals 1d8 + 4 = 8.5 instead of 7.5. Two attacks go from 9 to 11.05 expected damage per round, about 23% more.
    • β€’Read the concentration rules for 2014 games. Related buffs: Bless, Heroism, and Haste. Browse the spell guide index.

    Rules Notes

    • β€’Target: a nonmagical weapon you touch. It doesn't have to be yours.
    • β€’The weapon becomes a magic weapon with a bonus to attack and damage rolls for the duration.
    • β€’Unarmed strikes aren't weapons. The 2014 SRD lists punches, kicks, and head-butts, "none of which count as weapons"; the 2024 glossary describes an unarmed strike as an attack made "instead of using a weapon."
    • β€’(2014) Concentration, up to 1 hour. +2 at 4th level or higher, +3 at 6th or higher.
    • β€’(2024) Not concentration; 1 hour. Ends early if you cast it again. +2 with a 3rd- to 5th-level slot, +3 with 6th or higher.
    • β€’Bows: The attack rolls are made with the bow, so the bonus applies. In 2024, ammunition fired from a magic weapon with the Ammunition property counts as magical. The 2014 SRD doesn't address whether arrows from an enchanted bow count as magical for resistance. That is a DM ruling, not rules text.

    Synergies

    • β€’Extra Attack: More attacks per round means more value from +1 per attack.
    • β€’Haste: The hasted creature's extra action can make one weapon attack, which also gets the bonus.
    • β€’(2024) Concentration spells: A 2024 wizard can hold Haste or Hypnotic Pattern while Magic Weapon runs.

    Anti-Patterns

    • β€’Upcasting to 3rd level in a 2014 game.
    • β€’Casting it in combat when you had a minute to cast it before.
    • β€’(2014) Dropping Bless to cast it when nobody's resistant.

    Tactical Modules

    • β€’Lycanthrope hunt (2014): No silvered weapons? Enchant the strongest melee weapon before the fight.
    • β€’Ooze dungeon: Enchant the mace or spear that will hit the oozes, so it doesn't corrode.
    • β€’Paladin self-buff (2024): Bonus action Magic Weapon at the start of the day's first fight, then keep concentration free for other spells.

    Countermeasures

    • β€’Threat: The caster loses concentration (2014). Response: Keep the caster out of melee. Fallback: Recast with a bonus action.
    • β€’Threat: Dispel Magic on the weapon. Response: Recast. Fallback: Switch to another ally's weapon.
    • β€’Threat: The weapon is dropped or disarmed. Response: The enchantment stays on the weapon, not the wielder. Pick it up.

    Magic Weapon in the 2024 Rules

    The 2024 Player's Handbook keeps Magic Weapon as a 2nd-level transmutation spell, cast as a bonus action by touch on a nonmagical weapon, granting +1 to attack and damage rolls for 1 hour.

    Three things changed. It no longer requires concentration; instead, it ends early if you cast it again, so each caster maintains one. The +2 threshold dropped from a 4th-level slot to 3rd (+2 with level 3–5 slots, +3 with 6+). Rangers and Sorcerers join Paladins and Wizards on the class list.

    The monsters changed too. The 2024 SRD stat blocks drop the "nonmagical attacks" resistances, so the spell's main 2014 job is gone.

    Frequently Asked Questions

    What does Magic Weapon do in 5e?

    It turns a nonmagical weapon you touch into a magic weapon with +1 to attack and damage rolls for up to 1 hour. Higher slots raise the bonus to +2 and +3.

    Does Magic Weapon require concentration?

    In the 2014 rules, yes. In the 2024 rules, no. The 2024 version ends early only if you cast it again.

    Does Magic Weapon overcome resistance to nonmagical attacks?

    Yes. The weapon becomes a magic weapon, so its attacks aren't nonmagical. This matters in 2014 games, where many monsters resist or are immune to nonmagical bludgeoning, piercing, and slashing.

    Can you cast Magic Weapon on someone else's weapon?

    Yes. The spell targets a nonmagical weapon you touch. The fighter can keep holding it.

    Can Magic Weapon target an unarmed strike?

    No. Unarmed strikes aren't weapons in either edition.

    Does Magic Weapon stack with a +1 weapon?

    No. A +1 weapon is already magical, and the spell only targets nonmagical weapons.

    What level slot do you need for +2?

    4th level in the 2014 rules. 3rd level in the 2024 rules. Both editions give +3 at 6th level.

    Does Magic Weapon work on ammunition?

    Cast it on the bow or crossbow. Your attack rolls with that weapon get the bonus. In 2024, ammunition fired from it counts as magical. The 2014 SRD doesn't say, so that's a DM ruling.


    Citations: SRD 5.1 (2014 rules), SRD 5.2.1 (2024 rules)

    Includes material from the System Reference Document 5.1 and 5.2.1 by Wizards of the Coast LLC, licensed under CC BY 4.0.

    This page includes material from the System Reference Document 5.1 and 5.2.1 by Wizards of the Coast LLC, available under the Creative Commons Attribution 4.0 International License. Loreify is not affiliated with Wizards of the Coast.

    Ready to Stop Forgetting Your Campaign? 7-day free trial. Zero effort. Zero forgotten details.