Magic Weapon, Greater
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| Spell Information | |
| Spell level : | Innate level: 3, Cleric: 4, Paladin: 3, Sorcerer/Wizard: 3 |
|---|---|
| School : | Transmutation |
| Descriptor(s) : | Weapon Enchantment |
| Components : | Verbal and Somatic |
| Range : | Short |
| Target/Area : | Creature or Melee weapon |
| Duration : | 1 Hour * cLevel 20 Rounds (cLevel). |
| Spell resistance : | No |
Description
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You empower the touched weapon with a +1 enhancement bonus per 4 caster levels (maximum of +5). You can either directly target the weapon you want to cast this spell on, or you can target a creature, affecting the creature's main hand weapon.
Notes
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- Even though it is displayed as such in the combat log, Dispel cannot remove the effects of this spell from a weapon.
- The spell script fails to enhance a greatclub weapon, because it is not recognized as a melee weapon. In the Original Campaign, the King of Shadows wields this kind of weapon, so if the player creates a copy of him using Shadow Simulacrum, and then tries to use this spell on the doppelganger, it will return an error. To fix, open the script include
x2_inc_itemprop.nss, addBASE_ITEM_GREATCLUBto theIPGetIsMeleeWeapon()function, then recompile the X2_S0_GrMagWeap.nss script.
3.5e Comparison
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- In 3.5, this spell could affect as many as fifty arrows, bolts, or bullets rather than a weapon (if the ammunition was of the same type), but could not affect thrown weapons (except for shuriken). The projectiles lose their enchantment bonus when used. It could also affect ranged weapons, and such weapons would give the enchantment bonus to their ammunition.