You channel arcane energy into one simple or
martial weapon you’re holding, and choose one
damage type: acid, cold, fire, lightning, poison,
or thunder. Until the spell ends, you deal an
extra 1d6 damage of the chosen type to any
target you hit with the weapon. If the weapon
isn’t magical, it becomes a magic weapon for
the spell’s duration.
As a bonus action, you can change the
damage type, choosing from the options
above.
At Higher Levels: When you cast this spell
using a spell slot of 3rd level or higher, you can
maintain your concentration o