School Evocation [Power]; Level Cleric/Oracle 2, Inquisitor 2, Shaman 2; Domain War 2; Secret Ancestor 2
Casting Time 1 Standard ActionComponents V, S, DF
Range medium (100 ft 10 ft/level)Effect magic weapon of powerDuration 1 round/level (D)Saving Throw none; Spell Resistance yes
A weapon of power appears and attacks enemies from afar if you wield it, dealing 1d8 Force damage per hit. 1 point for every three caster levels (maximum 5 at 15th level). The weapon takes the form of a weapon favored by your deity, or a weapon with a spiritual meaning or symbolism to you (see below), and has the same threat range and critical multipliers as a real weapon of its form. It hits the opponent you designate, beginning with an attack on the turn the spell is cast and continuing each turn thereafter on your turn. It uses your base attack bonus (which may allow it multiple attacks per turn on subsequent turns) plus your Wisdom modifier as its attack bonus. It acts as a spell, not a weapon, so it can damage creatures with damage reduction, for example. As a Force effect, it can hit incorporeal creatures without reducing the damage associated with incorporeality. The weapon always strikes from your direction. It does not gain a flank bonus or help a fighter get one. Your talents or combat actions do not affect the weapon. If the weapon goes beyond the cast range, if it goes out of sight, or if you don’t direct it, the weapon will return to you and levitate.
After each round after the first, you can use a move action to turn the weapon redirect to a new goal. If you don’t, the weapon will continue to attack the target from the previous round. Each turn the weapon changes targets, it gains an attack. Subsequent rounds of attacks on that target allow the weapon to make multiple attacks if your base attack bonus allows it. Even if the spiritual weapon is a ranged weapon, use the spell’s range, not the weapon’s normal range increase, and switching targets is still a move action.
A spiritual weapon cannot be attacked or damaged by physical attacks, but dispel magic, decay, a orb of annihilation or a Stroke affects it. A spiritual weapon AC against touch attacks is 12 (10 size bonus for Tiny Object).
If an attacked creature has spell resistance, you make a caster level check (1d20 caster level) against that spell resistance, when the spiritual weapon hits them for the first time. If the weapon is successfully resisted, the spell is dispelled. If not, the weapon has its normal full effect on that creature for the duration of the spell.
The weapon you receive is often a replica of your deity’s personal weapon. A non-deity cleric gains a weapon based on alignment. A neutral, non-deity cleric may craft a spiritual weapon of any alignment, provided he is acting at least generally in accordance with that alignment at the time. The weapons associated with each alignment are as follows:
- Chaos (Battleaxe)
- Evil (Light Flail)
- Good (Warhammer)
- Right (Longsword)