Ever been disappointed that mage’s sword wasn’t something you got to hold in your hand and hack monsters up with? I know that I’ve personally always regretted the dearth of spells that create powerful magical weapons, like those found in many of my favorite video games. This article is all about spells that make potent magical armaments, so that your spell slingers can get up next to the fighter and not embarrass themselves.
BONE CLUB
School conjuration (creation); Level cleric 1, magus 1, shaman 1
Casting Time 1 standard action
Components V, S, M (a bone from a rodent)
Range 0 ft.
Effect a club made from bone
Duration 1 round/level
Saving Throw none; Spell Resistance no
You create a stout club resembling a human femur, though it is much harder. This magical weapon functions as a +1 club that deals full damage to incorporeal undead (though not to other incorporeal creatures). Additionally, as long as you wield the bone club, your effective caster level for spells of the healing subschool is increased by +2, and the saving throw DC of any spell you cast with the fear descriptor is increased by +1.
DEMON’S FANG
School conjuration (creation); Level antipaladin 3, bloodrager 3, magus 2, occultist 2, sorcerer/wizard 3
Casting Time 1 standard action
Components V, S, M (a humanoid tooth)
Range 0 ft.
Effect demonic dagger
Duration 1 round/level
Saving Throw none; Spell Resistance no
A terrible curved dagger appears in your hands. The dagger is enhanced by your magical potential and has an enhancement bonus equal to the highest-level spell slot you have remaining to attack and damage rolls (maximum +5). Additionally, whenever you cast a spell, the dagger erupts in spell-fire, causing attacks made with the dagger to deal an additional 2d6 points of damage which is half fire damage and half untyped damage. This wreath of spell-fire lasts until the end of your next turn. The dagger created by this spell loses its magic if handed to another character.
FALLEN STAR
School conjuration (creation); Level antipaladin 4, cleric 5, inquisitor 4, magus 5, paladin 4, sorcerer/wizard 7
Casting Time 1 standard action
Components V, S, M (a shard of cold iron worth 25 gp)
Range 0 ft.
Effect magical cold iron morningstar
Duration 1 round/level
Saving Throw none; Spell Resistance no
You call forth a mighty morningstar, which appears in your hands. This weapon is a +2 frost cold iron morningstar. Additionally, as long as you wield the morningstar created by this spell, your spells have a 50% chance of ignoring any spell resistance possessed by a creature which would be affected by the spell. Further, spells delivered by the morningstar created by this spell using the magus’s spellstrike class feature are never subject to spell resistance. If the morningstar crated by this spell ever leaves your hands, including if it is disarmed or stolen from you, it is instantly destroyed.
MOONBLADE
School evocation; Level druid 8, magus 6
Casting Time 1 standard action
Components V, S, M (a white marble)
Range 0 ft.
Effect one longsword made from moonlight
Duration 1 round/level
Saving Throw none; Spell Resistance yes
You create a silvery blade of pure energy. This energy functions like a +5 longsword, except that you are automatically considered to be proficient with it, and attacks made with the blade are touch attacks. Whenever you cast a spell while holding the longsword created by this spell, you may choose to increase the duration of that spell by 1d4 rounds; if you do, the duration of moonblade is decreased by an equal number of rounds. You cannot give away, drop, or be disarmed of the longsword created by this spell.
SERPENT SCIMITAR
School conjuration (creation) Level bloodrager 4, druid 5, magus 5, shaman 5, witch 6
Casting Time 1 standard action
Components V, S, M (the tongue from a snake)
Range 0 ft.
Effect serpentine scimitar
Duration 1 round/level
Saving Throw none ; Spell Resistance no
You create a scimitar made from magical jade, hard as steel carved into the shape of a living serpent. The scimitar functions as a +4 scimitar and allows you to make any number of attacks of opportunity each round, provided they are made with the scimitar created by this spell. Additionally, the scimitar causes characters struck by it to suffer 1d4 points of Strength damage on a successful hit, unless they succeed on a Fortitude save at this spell’s saving throw DC. Finally, as long as you hold the scimitar created by this spell, the saving throw DC of any spell you cast with the poison descriptor is increased by +2. The scimitar created by this spell loses its magical power if it is wielded by any character other than you.
WHIP OF ACID
School conjuration (creation) [acid]; Level magus 1, sorcerer/wizard 2
Casting Time 1 standard action
Components V, S, M (a lemon)
Range 0 ft.
Effect acid whip
Duration 1 round/level
Saving Throw none; Spell Resistance no
A magical whip comprised of bright green acid appears in your hand. The acid whip is a +1 whip that deals an additional 1d6 points of acid damage on a successful hit. This acid damage functions even against characters with an armor bonus of greater than +1, or a natural armor bonus of greater than +3. If you cast a spell in the same round in which you attack with the acid whip, it deals an additional amount of acid damage equal to the level of the spell slot used to cast the spell (including any modification from metamagic feats such as Quicken Spell), until the beginning of your next turn.