Magic Weapon

Magic Weapon is a Conjuration Arcane spell used by s in Diablo III.

In-game
The ability enchants the Wizard's weapon, increasing total damage dealt (effectively damage done by all skills). It does not count as an Armor spell, and can be used simultaneously with any other Conjuration spell.

The ability fades if the user changes a weapon or source. Its damage bonus is not multiplicative, stacking directly with Glass Cannon and other damage-boosting abilities.

Runes

 * Electrify: attacks also have a chance to cause lightning to arc to nearby enemies, dealing  damage as Lightning to each (unlocked at level 27).
 * Force Weapon: increases the damage bonus of Magic Weapon to 20% (unlocked at level 35).
 * Conduit: each enemy hit by any of the Wizard's attacks restores up to 3 Arcane Power (based on Proc Coefficient) (unlocked at level 38).
 * Ignite: attacks have a chance to ignite enemies, dealing damage as Fire over 3 seconds. This effect stacks, but is not renewed (unlocked at level 46).
 * Deflection: on each attack, gain a protective shield for seconds that absorbs unsaved damage equal to  of maximum Life. The effect stacks up to 5 times (internal cooldown depends on attack speed), but is not renewed (unlocked at level 55).

Non-rune Enhancements:

 * Ashnagarr's Blood Bracer (Legendary Bracers): potency of Deflection shields increases by 75-100%.

Development
Originally Magic Weapon had a Life Steal Blood Magic rune and poison-damaging Venom rune, but those were removed along with all other traces of Blood or Venom spells of the Wizard.

Before patch 2.0., Magic Weapon also showed a visual effect on the weapon, surrounding it with a visible glow, color of the glow depending on rune chosen.

Trivia

 * The skill bears resemblance to the Sorceress's Enchant ability from Diablo II.


 * will trigger the Ignite and Electrify special effects, even though it has zero Proc Coefficient.

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