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Created By
Luigifan18 (talk)
Date Created: September 26, 2012
Status: New
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
[[SRD:Aiming a Spell (Spell Descriptor)|]]: {{{subj}}}
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 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 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.

The spell's types (if any) depend on the properties you request.

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 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 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 2,000 if you have the Craft Magic Arms and Armor feat.



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