Rasael (talk | contribs)
m Rasael moved page Spell: Spiritual Weapon to Spiritual Weapon over a redirect without leaving a redirect
 
No edit summary
 
(3 intermediate revisions by 2 users not shown)
Line 1: Line 1:
===<b>Spiritual Weapon</b>===


Caster Level: Clr 2, War 2
{{spell
Innate Level: 2
|icon=
School: Evocation (Force)
|image=
Components: Verbal, Somatic
|level_bard=
Range: Touch
|level_cleric=2
Target: Area
|level_druid=
Duration: 1 round./level
|level_paladin=
Saving Throw: None
|level_ranger=
Spell Resistance: Yes
|level_sorwiz=
|level_warlock=2
|level_innate=2
|school=Evocation  
|descriptor=Force
|components=VS
|range=touch
|area=Area
|duration=1 round / level
|save=[[none]]
|spell_resistance=Yes
|hostile=No
|empower=No
|extend=Yes
|maximize=No
|quicken=Yes
|silent=Yes
|still=Yes
|persist=No}}




Line 22: Line 39:


== Bugs ==
== Bugs ==
[[Category:Spells]]
[[Category:Clr 2]]
[[Category:Innate 2]]
[[Category:Evocation]]
[[Category:Verbal & Somatic]]
[[Category:Force]]

Latest revision as of 13:54, 15 September 2017

Spiritual Weapon
Spell Information
Spell level : Innate level: 2, Cleric: 2, Warlock: 2
School : Evocation
Descriptor(s) : Force
Components : Verbal and Somatic
Range : touch
Target/Area : Area
Duration : 1 round / level
Save : none
Spell resistance : Yes




A weapon made of pure force springs into existence and attacks opponents at a distance, as you direct it, dealing 1d8 force damage per hit. The weapon takes the shape of a weapon favored by your deity or a weapon with some spiritual significance or symbolism to you (see below) and has the same threat range and critical multipliers as a real weapon of its form. It strikes the opponent you designate, starting with one attack in the round the spell is cast and continuing each round thereafter on your turn. It uses your presumed base attack bonus (as if you had only cleric levels) plus your Wisdom modifier as its attack bonus. It strikes as a spell, not as a weapon, so, for example, it can damage creatures that have damage reduction. The weapon always strikes from your direction. Your feats or combat actions do not affect the weapon. If the weapon goes beyond the spell range, if it goes out of your sight, or if you are not directing it, the weapon returns to you and hovers.

Each round after the first, you can use a move action to redirect the weapon to a new target. If you do not, the weapon continues to attack the previous round’s target.

The spiritual weapon can be affected by dispel magic, disintegrate, a sphere of annihilation, or a rod of cancellation. It has 20 AC and 14 base hitpoints. It gains 3 hitpoints every casterlevel, to maximum of 104 hitpoints.

If an attacked creature has spell resistance, you make a caster level check (1d20 + caster level) against that spell resistance 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.

The weapon that you get is often a force replica of your deity’s own personal weapon. A cleric without a deity gets a weapon based on his alignment. A neutral cleric without a deity can create a spiritual weapon of any alignment, provided he is acting at least generally in accord with that alignment at the time. The default weapons associated with each alignment are as follows:


Chaos: Battleaxe
Evil: Light flail
Good: Warhammer
Law: Longsword

The Spiritual Weapon does not replace a summoned creature.

Gameplay Notes

Bugs