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Spiritual
Weapon (Invocation/Evocation)
Level: Cleric 2, Druid 2, Paladin 2, Ranger 2
Range: self
Casting Time: 1 round
Duration: 1 round/level
Area of Effect: one weapon
Saving Throw: special
A
melee weapon made of pure force springs into existence
and attacks opponents at a distance, as the character
directs it, dealing 1d8 damage per hit. The weapon
takes the shape of a weapon favored by the character's
deity or a weapon with some spiritual significance
or symbolism to the character and has the same threat
range and critical multipliers as a real weapon
of its form. It strikes the opponent the character
designates, starting with one attack the round the
spell is cast and continuing each round thereafter.
It uses the character's base attack bonus as its
attack bonus (possibly allowing it multiple attacks
per round in subsequent rounds). It strikes as a
spell, not as a weapon, so, for example, it can
strike incorporeal creatures. The weapon always
strikes from the character's direction. It does
not get a flanking bonus or help a combatant get
one. If the weapon goes beyond the spell range,
if it goes out of the character's sight, or if the
character is not directing it, the weapon returns
to the character and hovers. Each round after the
first, the character can use a standard action to
switch the weapon to a new target. If the character
does not, the weapon continues to attack the previous
round's target. On any round that the weapon switches
targets, it gets one attack. Subsequent rounds of
attacking that target allow the weapon to make multiple
attacks if the character's base attack bonus would
allow it to. The spiritual weapon cannot be attacked
or damaged. If an attacked creature has magic resistance,
the resistance is checked the first time the spiritual
weapon strikes it. If the weapon is successfully
resisted, the spell is dispelled. If not, the weapon
has its normal full effect on that creature for
the duration of the spell.
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