Level | Assassin 2, Hexblade 2, Sorcerer 3, Wizard 3, Spellthief 3 |
Components | V S |
XP Cost | |
Casting Time | 1 standard action |
Range | Touch |
Target | Weapon touched |
Duration | Concentration + 1 round |
Saving Throw | Will negates (object) |
Spell Resistance | Yes |
Description |
Your weapon leaps from your hands, suddenly capable of fighting on its own. A weapon affected by this spell gains the ability to move and attack on its own and functions in most ways like an animated object of its size (MM 13). Treat a light weapon as an object two size categories smaller than its wielder, a one-handed weapon as one size category smaller than its wielder, and a two-handed weapon as an object of the same size as its wielder. However, the weapon deals its normal damage, not the damage noted for an animated object of its size, and it gains a bonus on attack rolls equal to the ability modifier used to set your spell save DCs. Diminutive or smaller objects are unaffected by the spell. An animated weapon attacks the nearest enemy to the best of its ability. You can use a move action to direct it to a different target, but if at the end of your turn you are more than 30 feet from the weapon, the spell ends. A weapon held or carried by another creature can't be affected by this spell. The weapon doesn't gain the benefit of any of your class features, feats, or other special abilities that would improve its combat ability. If the weapon has an enhancement bonus or other special properties, these apply as normal. For example, an animated +1 flaming longsword gains a +1 enhancement bonus on attack rolls and damage rolls and deals an extra 1d6 points of fire damage on a successful hit. |