Attune Weapon (Spell)
Effect: Until your next full heal-up, you attune the weapon to follow your hand movements, almost like a dancing partner. It gains an attack bonus like an adventurer-tier true magic weapon (+1 to attack and damage).
When you cast the spell, roll on your random energy table to determine the type of damage the weapon does. The weapon also gains an enchantment effect based on your bloodline.
Arcane (or not listed): The weapon can fly to make a ranged attack and return to your hand.
Celestial: The weapon deals holy damage and ignores damage resistance of undead enemies.
Draconic: Each time you cast a daily breath weapon spell this battle, the weapon gains extra damage on a hit equal to the spell level.
Fey: When you land a natural even hit with this weapon, you gain a +2 bonus to your next spell attack against the target.
Infernal: Your first hit with the weapon in a battle deals an additional 1d6 fire damage per spell level. If you roll a natural 1 with a melee attack, you take 1d4 fire damage per spell level.
Umbral: Your first hit with the weapon in a battle deals an additional 1d4 poison damage per spell level.
Wild Magic: On your first miss in a battle, deal 1d4 force damage per spell level to a random nearby enemy.
5th level spell: Enchant the weapon as a champion tier item (+2).
9th level spell: Enchant the weapon as an epic-tier item (+3).
Adventurer Feat: If the attuned weapon is already a true magic item of the highest tier you can enchant, increase the bonus by +1.