Celestial Javelin
School conjuration (creation) [holy]; Level champion 2, cleric/oracle 3, inquisitor 3
CASTING
Casting Time 1 standard action
Components V, S
EFFECT
Range medium (100 ft. + 10 ft./level)
Effect javelin of celestial energies
Duration 1 round + 1 round/4 levels
Saving Throw none; Spell Resistance yes
DESCRIPTION
You create a shimmering javelin of celestial energy to hurl at an enemy as a ranged touched attack. The javelin deals 1d6 points of holy damage for every 2 caster levels you possess (max 5d6) to an creature on a successful attack; it dissipates harmlessly against creatures unharmed by holy damage. Each time a creature starts its turn while impaled by the javelin, it takes another 1d6 points of holy damage. For every 4 caster levels you have, the javelin remains in the creature for an additional round (to a maximum of 5 rounds at 18th level). While the creature remains impaled, it takes a -2 penalty on attack rolls and skill checks.
As a move action, the creature (or another adjacent creature) can attempt to pull the javelin out (causing it to immediately disappear) with a Strength check (DC 12 + 1 per 4 caster levels).
The celestial javelin glows similarly to a torch except blue, and this light clearly indicates the impaled creature's location, even if it turns invisible. Since this light is not a light effect, just the glow of a conjured javelin, darkness spells always suppress it, even if they are lower level.
