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|author_name=Luigifan18
 
|author_name=Luigifan18
 
|date_created=September 26, 2012
 
|date_created=September 26, 2012
|status=New
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|status=Need community review
 
}}
 
}}
   
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|name=Aetheric Weapon
 
|name=Aetheric Weapon
 
|school=Conjuration
 
|school=Conjuration
|subschool=Creation, Calling
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|subschool=[[SRD:Creation Subschool|Creation]], [[SRD:Calling Subschool|Calling]]
 
|desc=See text
 
|desc=See text
 
|lvl=[[Armory Domain (3.5e Cleric Domain)|Armory]] 9
 
|lvl=[[Armory Domain (3.5e Cleric Domain)|Armory]] 9
 
|comp=V, S, XP
 
|comp=V, S, XP
|casttime=At least 5 rounds
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|casttime=At least 5 [[SRD:Round|rounds]]
 
|range=Personal
 
|range=Personal
 
|dur=1 minute/level
 
|dur=1 minute/level
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''As the enemy army approaches, you call upon your deity to lend you his weapon. It appears in your hand, and you smile upon feeling its power, knowing that you will soon shatter the enemies of your church and country.''
 
''As the enemy army approaches, you call upon your deity to lend you his weapon. It appears in your hand, and you smile upon feeling its power, knowing that you will soon shatter the enemies of your church and country.''
   
This spell calls into being a replica of your deity, alignment, or philosophy's favored weapon. The weapon you create with this spell is for all intents and purposes an actual, tangible magic weapon with an enhancement bonus of +5 and which is treated as epic for the purposes of overcoming damage reduction. You may also request any number of special properties (see the [[Publication:Dungeon Master's Guide|Dungeon Master's Guide]] and [[Publication:Magic Item Compendium|Magic Item Compendium]] for details) to be added to your weapon, even if this would bring it over the +10 effective bonus limit for normal magic weapons. However, for each +1 bonus and/or 20,000 gp's worth of properties you request, the spell's casting time increases by 1 round. You may request any combination of abilities, but be careful - like [[SRD:Miracle|''miracle'']], you don't cast this spell so much as you request it, and if your deity considers your request to be unreasonable, the spell will fail. (In practice, this means that a weapon the DM finds to be overpowered or implausible can be vetoed.) Your deity will grant you more leeway the higher your caster level is, but there are no hard-and-fast rules for this.
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This spell calls into being a replica of your deity, alignment, or philosophy's favored weapon. The weapon you create with this spell is for all intents and purposes an actual, tangible magic weapon with an enhancement bonus of +5 and which is treated as epic for the purposes of overcoming damage reduction. You may also request any number of special properties (see the [[Publication:Dungeon Master's Guide|Dungeon Master's Guide]] and [[Publication:Magic Item Compendium|Magic Item Compendium]] for details) to be added to your weapon, even if this would bring it over the +10 effective bonus limit for nonepic magic weapons. However, for each +1 effective bonus and/or 20,000 gp's worth of properties you request, the spell's casting time increases by 1 round. You may request any combination of abilities, but be careful - like [[SRD:Miracle|''miracle'']], you don't cast this spell so much as you request it, and if your deity considers your request to be unreasonable, the spell will fail. (In practice, this means that a weapon the DM finds to be overpowered or implausible can be vetoed.) Your deity will grant you more leeway the higher your [[SRD:Caster Level|caster level]] is, but there are no hard-and-fast rules for this. You may not add any epic properties onto a weapon created with this spell unless your caster level is at least 28.
   
The spell's types (if any) depend on the properties you request.
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The spell's types (if any) depend on the properties you request. For example, adding the [[SRD:Flaming|''flaming'']] property gives this spell the [[SRD:Fire Effect|Fire]] descriptor, while adding the [[SRD:Holy|''holy'']] property grants this weapon the [[SRD:Good Effect|Good]] descriptor, and so on and so forth.
   
The weapon can be locked into existence with a [[SRD:Permanency|''permanency'']] spell. In order to do this, your [[SRD:Caster Level|caster level]] must be at least 22 and you must spend 6,000 XP + 500 XP for each +3 worth of properties on the weapon.
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The weapon can be locked into existence with a [[SRD:Permanency|''permanency'']] spell. In order to do this, your [[SRD:Caster Level|caster level]] must be at least 22 and you must spend 6,000 XP + 500 XP for each +3 effective bonus' worth of properties on the weapon.
   
''XP Cost:'' At least 5,000; add +500 for every +1 bonus' worth of properties you add, as well as an additional XP cost equal to 1/4 the gp cost of any properties you add without an effective bonus increase. If the spell fails because your deity rejects it, it only costs 3,000 XP. The XP cost (whether the spell succeeds or fails) is reduced by 1,000 if you have the [[SRD:Craft Magic Arms and Armor|Craft Magic Arms and Armor]] feat, and is reduced by a further 1,000 (for a total of 2,000) if you have the [[SRD:Craft Epic Magic Arms and Armor|Craft Epic Magic Arms and Armor]] feat.
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''XP Cost:'' At least 5,000 XP; add +500 XP for every +1 effective bonus' worth of properties you add, as well as an additional XP cost equal to 1/4 the gp cost of any properties you add without an effective bonus increase. If the spell fails because your deity rejects it, it only costs 3,000 XP. The XP cost (whether the spell succeeds or fails) is reduced by 1,000 if you have the [[SRD:Craft Magic Arms and Armor|Craft Magic Arms and Armor]] feat, and is reduced by a further 1,000 (for a total of 2,000) if you have the [[SRD:Craft Epic Magic Arms and Armor|Craft Epic Magic Arms and Armor]] feat.
   
   
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[[Category:User]]
 
[[Category:User]]
 
[[Category:Spell]]
 
[[Category:Spell]]
[[Category:User Luigifan18]]
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[[Category:User:Luigifan18]]
 
[[Category:Conjuration School|{{BASEPAGENAME}}]]
 
[[Category:Conjuration School|{{BASEPAGENAME}}]]
 
[[Category:Creation Subschool|{{BASEPAGENAME}}]]
 
[[Category:Creation Subschool|{{BASEPAGENAME}}]]

Revision as of 01:43, 2 October 2012

Created By
Luigifan18 (talk)
Date Created: September 26, 2012
Status: Need community review
Editing: Please feel free to edit constructively!


Conjuration (Creation, Calling) [See text]
Level: Armory 9
Components: V, S, XP
Casting time: At least 5 rounds
Range: Personal
Effect: Your deity's favored weapon, with whichever properties you desire
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: None


As the enemy army approaches, you call upon your deity to lend you his weapon. It appears in your hand, and you smile upon feeling its power, knowing that you will soon shatter the enemies of your church and country.

This spell calls into being a replica of your deity, alignment, or philosophy's favored weapon. The weapon you create with this spell is for all intents and purposes an actual, tangible magic weapon with an enhancement bonus of +5 and which is treated as epic for the purposes of overcoming damage reduction. You may also request any number of special properties (see the Dungeon Master's Guide and Magic Item Compendium for details) to be added to your weapon, even if this would bring it over the +10 effective bonus limit for nonepic magic weapons. However, for each +1 effective bonus and/or 20,000 gp's worth of properties you request, the spell's casting time increases by 1 round. You may request any combination of abilities, but be careful - like miracle, you don't cast this spell so much as you request it, and if your deity considers your request to be unreasonable, the spell will fail. (In practice, this means that a weapon the DM finds to be overpowered or implausible can be vetoed.) Your deity will grant you more leeway the higher your caster level is, but there are no hard-and-fast rules for this. You may not add any epic properties onto a weapon created with this spell unless your caster level is at least 28.

The spell's types (if any) depend on the properties you request. For example, adding the flaming property gives this spell the Fire descriptor, while adding the holy property grants this weapon the Good descriptor, and so on and so forth.

The weapon can be locked into existence with a permanency spell. In order to do this, your caster level must be at least 22 and you must spend 6,000 XP + 500 XP for each +3 effective bonus' worth of properties on the weapon.

XP Cost: At least 5,000 XP; add +500 XP for every +1 effective bonus' worth of properties you add, as well as an additional XP cost equal to 1/4 the gp cost of any properties you add without an effective bonus increase. If the spell fails because your deity rejects it, it only costs 3,000 XP. The XP cost (whether the spell succeeds or fails) is reduced by 1,000 if you have the Craft Magic Arms and Armor feat, and is reduced by a further 1,000 (for a total of 2,000) if you have the Craft Epic Magic Arms and Armor feat.