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Guide Armament

School transmutation [anarchist, evil, good, holy, order, righteous, or unholy]; Level cleric/oracle 2, inquisitor 2; Domain anarchy 2, good 2, holy 2, order 2, righteous 2, unholy 2
CASTING
Casting Time 1 standard action
Components V, S, DF
EFFECT
Range touch
Target weapon touched or 50 projectiles (all of which must be together at the time of casting)
Duration 1 min./level
Saving Throw Will negates (harmless, object); Spell Resistance yes (harmless, object)
DESCRIPTION
Guide armament makes a weapon anarchist, evil, good, holy, orderly, righteous, or unholy, as you choose. A weapon that is aligned can bypass the damage reduction of certain creatures. This spell has no effect on a weapon that already bypasses a type of DR/Cosmic.

You can't cast this spell on a natural weapon, such as an unarmed strike. When you make a weapon anarchic, evil, good, holy, orderly, righteous, or unholy, guide armament is an anarchist, evil, good, holy, order, righteous, or unholy spell, respectively.