Magic Weapon (Ranger Poultice)

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Level: Ranger 1
School: Transmutation


Casting Time: Standard Action, or the first attack of a Full Attack Action
Components: V, S, F (A mundane weapon of the appropriate type, see Weapons for prices.)


Range: Touch
Target or Area: one creature, wielding a mundane (non-magical) weapon
Duration: Until the end of your next full night's rest
Saving Throw: No saving throw granted
Save DC: -
Spell Resistance: Yes


This poultice is brewed of dangerous, spiky, thorny plants with irritant and caustic properties, to boot. The holder of the poultice pours it on their hands, and then handles a weapon. Under their ministrations, the weapon 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 (non-magical) 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 poultice 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 Small, Medium, or Large at the discretion of the poultice holder.
This weapon may be wielded by the holder of the poultice or an ally whom they touch as the poultice is slathered onto the weapon. 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 the poultice expires at the holder's next full night's rest.
The holder of the poultice or the creature they 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 holder of the poultice must make a Maneuver Offense check as a free action against that SR the first time the Magic Weapon strikes it. If the weapon is successfully resisted, the poultice's effect is dispelled. If not, the target is wounded as normal.
At 1st character level of the herbalist Ranger who makes the poultice, the Magic Weapon gains a +1 Arcane Bonus to to-hit and damage, and if a Thrown Weapon, has the Returning Property, as normal. At 5th character level of the Ranger, the weapon gains a +2 Arcane Bonus. At 9th-level, it increases 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 the holder's next full rest, regardless of if the weapon is in their possession or not.
This spell lays an arcane charge on its target(s). If the targets are something other than you or another creature (such as an object or area), the spell lays an arcane charge on you, the caster. Targets which already have an arcane charge present must choose which to keep if the new spell has the same charge type. Only one arcane charge can ever be present on a target at a time.