Spiritual Weapon
The cleric empowers his own personal weapon with his faith, allowing it to smite his enemies as if wielded by an unseen warrior. Attacks with this weapon use the cleric’s normal melee attack modifier and his normal attack dice, although the melee attack roll is adjusted by the cleric’s Strength or Personality modifier (whichever is higher). Greater spell checks increase attack and damage rolls, as well as add additional action dice. The weapon uses the cleric’s crit die and table for determining the results of a critical hit. If cast upon a magical weapon, the cleric adds any “pluses” the weapon has to his spell check. The spiritual weapon itself cannot be targeted or damaged by physical attacks, but can be rendered harmless with a dispel magic or a similar magic-negating effect.
Additionally, while the spiritual weapon is empowered, it also gains one or more special abilities. The cleric may choose one of the following, as noted in the spell descriptions:
Unholy avenger: The weapon inflicts an additional +1 damage against unholy creatures.
Holy shock: Creatures struck by the blade must make a DC 10 Fort save or be dazed (-1 to all rolls for next turn).
Light of the lord: The weapon glows a brilliant yellow, providing illumination equivalent to torchlight.
Sacred defender: The weapon parries attacks aimed at the cleric by the creature it is directed to fight, giving that creature a -2 penalty to all attacks against the cleric.
Effect
1 - 15 | Failure. |
16 - 17 | The cleric can direct the weapon to attack a single target within range. The weapon has the cleric’s normal chance to hit (modified by Strength or Personality) and inflicts normal damage (also modified by Strength or Personality). The weapon has one special ability, chosen by the character as noted above. The weapon continues attacking without any concentration on the cleric’s part, but if the cleric wishes to attack a different target, he must first call the weapon back to his current position and direct it to the new target. This takes one action. |
18 -21 | The cleric can direct the weapon to attack a single target within range. The weapon gains an additional +1 bonus to hit and inflicts an additional 1d3 damage (in addition to any other modifiers and damage dice). The weapon has one special ability, chosen by the character as noted above. The weapon continues attacking without any concentration on the cleric’s part, but if the cleric wishes to attack a different target, he must first call the weapon back to his current position and direct it to the new target. This takes one action. |
22 - 23 | The cleric can direct the weapon to attack any target within range. The weapon gains an additional +2 bonus to hit and inflicts an additional 1d4 damage (in addition to any other modifiers and damage dice). The weapon has one special ability, chosen by the character as noted above. The weapon continues attacking without any concentration on the cleric’s part, and he can direct it to a new target with only a thought. When the spell’s duration ends, the weapon returns to the cleric’s hand. |
24 - 26 | The cleric can direct the weapon to attack any target within range. The weapon gains an additional +3 bonus to hit and inflicts an additional 1d5 damage (in addition to any other modifiers and damage dice). The weapon has two special abilities, chosen by the character as noted above. The weapon continues attacking without any concentration on the cleric’s part, and he can direct it to a new target with only a thought. When the spell’s duration ends, the weapon returns to the cleric’s hand. |
27 - 31 | The cleric can direct the weapon to attack any target within range. The weapon gains an additional action die for the purpose of making multiple attacks per round. The additional action die is the next lowest in the dice chain based on the cleric’s current action dice. These attacks can be split between two targets so long as they are within 10’ of one another. The weapon gains an additional +3 bonus to hit and inflicts an additional 1d5 damage (in addition to any other modifiers and damage dice). The weapon has two special abilities, chosen by the character as noted above. The weapon continues attacking without any concentration on the cleric’s part, and he can direct it to a new target with only a thought. When the spell’s duration ends, the weapon returns to the cleric’s hand. |
32 - 33 | The cleric can direct the weapon to attack any target within range. He also gains an additional action die for the purpose of making multiple attacks per round. The additional action die is the next lowest in the dice chain based on the cleric’s current action dice. These attacks can be split between two targets so long as they are within 10’ of one another. The weapon gains an additional +4 bonus to hit and inflicts an additional 1d6 damage (in addition to any other modifiers and damage dice). The weapon has three special abilities, chosen by the character as noted above. The weapon continues attacking without any concentration on the cleric’s part, and he can direct it to a new target with only a thought. When the spell’s duration ends, the weapon returns to the cleric’s hand. |
34 - 35 | The cleric can direct the weapon to attack any target within range. He also gains two additional action dice for the purpose of making multiple attacks per round. The additional action dice are the next lowest in the dice chain based on the cleric’s current action dice. These attacks can be split between three targets so long as they are within 10’ of one another. The weapon gains an additional +4 bonus to hit and inflicts an additional 1d6 damage (in addition to any other modifiers and damage dice). The weapon has three special abilities, chosen by the character as noted above. The weapon continues attacking without any concentration on the cleric’s part, and he can direct it to a new target with only a thought. When the spell’s duration ends, the weapon returns to the cleric’s hand. |
36+ | The cleric can direct the weapon to attack any target within range. He also gains two additional action dice for the purpose of making multiple attacks per round, and both additional action dice are 1d24 dice. These attacks can be split between three targets so long as they are within 10’ of one another. The weapon gains an additional +5 bonus to hit and inflicts an additional 1d8 damage (in addition to any other modifiers and damage dice). The weapon has all four special abilities. The weapon continues attacking without any concentration on the cleric’s part, and he can direct it to a new target with only a thought. When the spell’s duration ends, the weapon returns to the cleric’s hand. |
Manifestation
The cleric’s weapon glows with a divine radiance and leaps into the air, moving about as if wielded by an invisible champion.
Related Discipline
Divine
Effect Duration
1 Round per CL
Effect Casting Time
1 Action
Range
60’ + 20’ per CL
Level
3
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