|Spell level :||Innate level: 4, Paladin: 4|
|Descriptor(s) :||Weapon Enchantment|
|Components :||Verbal and Somatic|
|Target/Area :||Melee weapon or Creature|
|Duration :||6 seconds / Level|
This spell allows you to channel holy power into your sword or any other melee weapon you choose. The weapon acts as a +5 holy weapon (+5 enhancement bonus on attack and damage rolls, extra 2d6 divine damage* against evil opponents).
Information below about divine damage being the very same as magical damage is not true in version 1.04. In the feedback the game provides there is a physical damage, a magical damage due to holy weapon enchantment, and there is a separate divine damage which is from the spell. There is a bug where the extra 2d6 divine vs evil stays till the weapon is unequipped or the game is loaded again. One can rest or travel to other areas and the melee weapons that become holy swords maintain the extra 2d6 divine vs evil. Your whole team could have the extra divine damage added to any equipped melee weapons.
* The list "divine" damage of the spell is misleading. The damage is not divine, it's magic damage instead. This makes a difference when it comes to damage reduction as well as combining effects of weapon damage. For example, combining this spell's effects with that of Bless Weapon results in only +2d6 magical damage being done to evil undead creatures. This contradicts the in-game descriptions. Magical damage types do NOT stack. Example:
- +2d6 Magical Damage vs. Undead
- +2d6 Magical Damage vs. Evil
- +2d6 Magical Damage vs. Chaotic
- +2 Magical Damage from Adamantine
The extra damages against alignments and undead do not stack with eachother, so, for example, against a Chaotic Evil Undead creature the extra deamage would be +2d6 not +6d6.
The spell provided also spell resistance 16 and dispel on hit.