3e SRD:Holy Sword
This spell allows the character to channel holy power into a weapon the character choose. The weapon acts as a +5 magic weapon and deals double damage against evil opponents. It emits a ward that protects creatures within 10 feet. This ward protects a creature from attacks by evil creatures, from mental control, and from summoned or conjured creatures. The ward has three major effects:
This material is published under the OGL |
Evocation | |
Level: | Pal 4 |
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Components: | V, S |
Casting time: | 1 action |
Range: | Touch |
Target: | Weapon touched |
Duration: | 1 round/level |
Saving Throw: | None |
Spell Resistance: | No |
First, the subjects get a +2 deflection bonus to AC and a +2 resistance bonus on saves. Both these bonuses apply against attacks made by evil creatures.
Second, the barrier blocks any attempt to possess the warded creatures or to exercise mental control over the creature. The protection does not prevent a gaining mental control over a warded character, but it prevents anyone from mentally commanding the protected creature. The barrier keeps out a possessing life force but does not expel one if it is in place before the spell is cast. This second effect works regardless of alignment.
Third, the ward prevents bodily contact by summoned or conjured creatures. This causes the natural weapon attacks of such creatures to fail and the creatures to recoil if such attacks require touching the warded creature. Good elementals and outsiders are immune to this effect. The protection against contact by summoned or conjured creatures ends if the warded creature makes an attack against or tries to force the barrier against the blocked creature. Spell resistance can allow a creature to overcome this protection and touch the warded creature.
If the ward ends, the sword creates a new one on the character's turn as a free action. The spell is automatically canceled 1 round after the weapon leaves the character's hand for any reason. The character cannot have more than one holy sword at a time.
If this spell is cast on a magic weapon, the powers of the spell supersede any that the weapon normally has, rendering the normal enhancement bonus and powers of the weapon inoperative for the duration of the spell. This spell is not cumulative with bless weapon or any other spell that might modify the weapon in any way.
This spell does not work on artifacts.
Note: A masterwork weapon's bonus to attack does not stack with an enhancement bonus to attack.
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