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Divine Weapon

School evocation [acid, cold, darkness, electricity, ether, fell, fire, life, light, necrotic, psychic, or sonic]; Level champion 1, cleric/oracle 2, witch 2
CASTING
Casting Time 1 standard action
Components V, S, DF
EFFECT
Range 0 ft.
Effect weapon-like manifestation of energy
Duration 1 minute/level (D)
Saving Throw none; Spell Resistance yes
DESCRIPTION
A manifestation of energy associated with your deity springs forth from your hand. You wield this manifestation as if it were a weapon (you are considered proficient with the manifestation). 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). The divine weapon has the same traits as a real weapon of its form. Attacks with a melee divine weapon are melee touch attacks and attacks made with a ranged or thrown divine weapon are ranged touched attacks. The divine weapon deals 1d8 points of damage + 1 point per two caster levels (maximum +10). This damage matches the energy type associated with your deity (Usually either acid, cold, darkness, electricity, ether, fell, fire, life, necrotic, psychic, radiant or sonic). Since the divine weapon is immaterial, your Strength or Dexterity modifier does not apply to the damage. A divine weapon of fell, fire or electricity can ignite combustible materials such as parchment, straw, dry sticks, and cloth. A ranged divine weapon creates its own quasi-real ammunition (as if they were made of mundane steel with no special abilities or properties). A thrown divine weapon flies through the air back to the creature that threw it. It returns to the thrower just before the creature’s next turn (and is therefore ready to use again in that turn). Catching the divine weapon when it comes back is a free action.

The weapon that you get is often an energy replica of your deity’s own personal weapon. A cleric without a deity gets a weapon and energy type based on which cosmic force his edicts and beliefs agree with. A cleric without a deity or defined cause can create a divine weapon of any cosmic force, provided he is acting at least generally in accord with that force at the time. The weapons associated with each cosmic power are as follows:

  • anarchy (battleaxe, fire)
  • balance (quarterstaff, psychic)
  • chaos (serpent spear, chaos)
  • entropic (executioner's sword, necrotic)
  • evil (light flail, acid)
  • good (warhammer, electricity)
  • holy (lance, sonic)
  • order (longsword, cold)
  • righteous (longspear, fire)
  • unholy (eagle beak, fell)

If the melee or ranged divine weapon leaves your hand at any time, the spell ends at the beginning of your next turn.

Mythic

The divine weapon’s damage increases to 2d6 points of damage + 1 point per caster level (maximum +20). The weapon has the same threat range and critical multipliers as a real weapon of its form.

     Augmented (3rd): If you expend two uses of mythic power, The weapon has twice the threat range (this benefit doesn’t stack with any other effects that expand the threat range of a weapon, such as the keen edge spell or the Improved Critical feat), and bypasses hardness and resistance of the associated energy type.