All other enchanting spells are meant for permanent enchant. It's a basic version of what a Mystic Knight would do. You can't add any element (nor do any extra damage based off that), only plusses. Until the spell ends that weapon becomes a magic weapon with a +1 bonus to attack and damage rolls. The only spell I found which looks like it is Magic Weapon ( 2nd-level transmutation, for Paladins and Wizards):
I'd like to know if there's any way of recreating this kind of effect on 5e without Homebrew. In practical 5e, looks a multi class of Fighter/Paladin and Wizard/Warlock. Fira/Blizzara/Thundara: 3x damage when striking an elemental weakness.Fire/Blizzard/Thunder/Poison: 2x damage when striking an elemental weakness.In Final Fantasy 5 for e.g., a Spellblade takes a turn (it's an action) and after that, those are the effects: Spell Fencer, Rune Fencer), where you can temporarily enchant your weapon with a Spell you know (from Black Mage spell table) called Spellblade. In Final Fantasy series there's a job called Mystic Knight (a.k.a.