Grim Hollow
3-level Transmutation
When you cast this spell, you target one nonmagical weapon within range. That weapon becomes magical and gains a special benefit based on the creature type of the blood used as the material component for this spell. The item requires Attunement, and only the creature attuned to this weapon gains these benefits.
Aberration. Your attacks with weapons deal an extra 1d6 Psychic damage on a hit. In addition, you can telepathically speak with any creature that has taken at least 1 point of damage from this weapon in the last 24 hours, provided you are both on the same plane.
Celestial. Your attacks with weapons deal an extra 1d6 Radiant damage on a hit. In addition, you can use a Bonus Action to cause the weapon to shed Bright Light in a 30-foot radius and Dim Light for an additional 30 feet. You can end this effect by using another Bonus Action.
Dragon. Your attack rolls with this weapon can score a Critical Hit on a roll of 19 or 20 on the d20. In addition, you have Advantage on saving throws you make to avoid or end the Frightened condition.
Fey. Your attacks with weapons deal an extra 1d4 Force damage on a hit. In addition, once per turn when you hit a creature within 30 feet with this weapon, you can teleport to an unoccupied space you can see within 5 feet of it.
Fiend. Your attacks with weapons deal an extra 1d6 Necrotic damage on a hit. You can use a Bonus Action to change this extra damage to Cold or Fire.
When you cast this spell, you attune to the magic weapon. The spell’s duration lasts as long as you have Attunement to the weapon. During the spell’s duration, the magic item is susceptible to the Dispel Magic spell. If you maintain Attunement to the magic weapon for 1 year, the enchantment becomes permanent and this spell ends.
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