Magic Weapon (Spell)
- Level: Cleric 1, Paladin 1, Ranger 1, Sorcerer/Wizard 1
- School: Transmutation
- Casting Time: Standard Action
- Components: V, S, F (A mundane weapon of the appropriate type, see Weapons for prices.)
- Range: Touch
- Target or Area: one mundane weapon
- Duration: Until the end of your next full night's rest
- Saving Throw: No saving throw granted
Save DC: -
- Spell Resistance: Yes
- You cast this spell in ringing, triumphant tones, a work-chant of magic. As you cast, you handle a weapon, and under your ministrations, it flows and reforms like clay, although it is made of leather and wood and stone and steel, until it is another weapon entirely.
- You choose any mundane weapon from one of the following classes of Weapons:
- light melee,
- one-handed melee,
- two-handed melee,
- thrown weapon of any sort
- projectile, bow,
- projectile, crossbow,
- everything else.
- This spell allows any weapon in the above categories to behave in combat like any other weapon in the same category. A shortbow can be transformed into a Composite Stonebow, for example, but not a Light Crossbow. Conversely, a Light Crossbow can be made to perform like a Hand Onager, Mighty and all, but not a Longsword. A Longsword could be made into a Heavy Mace, but not a Greatsword, etc. The GM adjudicates any unusual choices. Pesky Garrotes....
- This magically transformed weapon cannot mimic any material properties such as dweomermetals or dural stone, but it faithfully creates all Weapon Qualities such as Adaptive Reach, Mighty, or Battering, and inflicts the usual damage type and amount for the weapon chosen. If a projectile weapon is modified in this way, it must be supplied with ammunition and reloaded as normal. A Magic Weapon may be Tiny, Small, Medium, or Large.
- This weapon may be wielded by you or an ally whom you touch as the spell is cast. Once magically transformed, the weapon cannot then be given to another, although it can be disarmed and then picked up again by the same user without penalty. If Sundered, a Magic Weapon is broken, but may be repaired as normal, if the repair is completed before your next full night's rest.
- You or the creature you touch may use this weapon to make attacks as if it were an actual weapon of the transformed type, dealing normal damage for a weapon of its type and the wielder's level. Proficiency is required or penalties accrue, and any feats (such as Weapon Specialization) or abilities (such as a Fighter's Exacting Strikes or a Monk's Echoing Strike) the wielder possesses that apply to the Magic Weapon work normally.
- The weapon may be used for Sunder combat maneuvers as normal.
- If an attacked creature has Spell Resistance (SR), the caster must make a Caster Check as a free action against that SR the first time the Magic Weapon strikes it. If the weapon is successfully resisted, the spell is dispelled. If not, the target is wounded as normal.
- At 1st level, the Magic Weapon gains a +1 Arcane Bonus to to-hit and damage, and if a Thrown Weapon, has the Lesser Returning Property, as normal. At 5th level, the weapon gains a +2 Enhancement Bonus and if a thrown weapon, has the Greater Returning Property, as normal. At 9th-level, you may increase the Enhancement Bonus to +3. At 13th the bonus becomes +4, at 17th, +5, at 21st +6, at 25th level +7, at 29th level +8, and at 33rd level, +9.
- The spell ends at the end of your next full rest, regardless of if it is in your possession or not.
- This spell lays an arcane or divine charge on its target(s), depending on the caster who is casting the spell. If the targets are something other than you or another creature (such as an object or area), the spell lays an arcane or divine charge on you, the caster. Divine casters lay a divine charge, and arcane casters lay an arcane charge. Targets which already have an arcane or divine charge present must choose which to keep if the new spell has the same charge type. Only one arcane charge and one divine charge can ever be present on a target at a time.