About: Spiritual Weapon   Sponge Permalink

An Entity of Type : dbkwik:resource/aM2CE-XYO9Y__3BxNe5pfQ==, within Data Space : 134.155.108.49:8890 associated with source dataset(s)

It is a terrible choice, as it is an implement power that targets AC (making it inaccurate) and tends to chew up minor and move actions to maintain combat advantage and other attacks against the appropriate target.[1]

AttributesValues
rdf:type
rdfs:label
  • Spiritual Weapon
  • Spiritual weapon
rdfs:comment
  • It is a terrible choice, as it is an implement power that targets AC (making it inaccurate) and tends to chew up minor and move actions to maintain combat advantage and other attacks against the appropriate target.[1]
  • [[Category:]] Spiritual weapon, also called spiritual hammer in some circles, was an evocation spell that conjured a magical weapon which attacked chosen targets.
  • Casting Time: 1 bonus action Range: 60 feet Components: V, S Duration: 1 minute You create a floating, spectral weapon within range that lasts for the duration or until you cast this spell again. When you cast the spell, you can make a melee spell attack against a creature within 5 feet of the weapon. On a hit, the target takes 1d8 force damage + your spellcasting ability modifier. As a bonus action on your turn, you can move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it.
  • 2nd-level evocation Casting Time: 1 bonus action Range: 60 feet Components: V, S Duration: 1 minute You create a floating, spectral weapon within range that lasts for the duration or until you cast this spell again. When you cast the spell, you can make a melee spell attack against a creature within 5 feet of the weapon. On a hit, the target takes force damage equal to 1d8 + your spellcasting ability modifier. As a bonus action on your turn, you can move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it.
Attack
  • Wisdom vs. AC
dcterms:subject
Hit
  • 1(xsd:integer)
dbkwik:dnd4/proper...iPageUsesTemplate
dbkwik:dungeons/pr...iPageUsesTemplate
dbkwik:forgotten-r...iPageUsesTemplate
dbkwik:forgottenre...iPageUsesTemplate
Range
  • Ranged 10
Origin
  • Cleric Attack 5
Name
  • Spiritual Weapon
school2e
school3e
school1e
school5e
spheres2e
domains3e
domains5e
Keywords
Title
  • Spiritual Weapon
Target
  • One creature
Action
  • Standard
Usage
  • Daily
Effect
  • You conjure a weapon in a square occupied by the target. The weapon lasts until the end of your next turn. Your allies have combat advantage against any enemy in the weapon's square.
  • Move Action: You move the weapon up to 10 squares into the space of an enemy within range.
sustain minor
  • You can repeat the attack against an enemy in the weapon’s square, and the weapon persists until the end of your next turn.
abstract
  • 2nd-level evocation Casting Time: 1 bonus action Range: 60 feet Components: V, S Duration: 1 minute You create a floating, spectral weapon within range that lasts for the duration or until you cast this spell again. When you cast the spell, you can make a melee spell attack against a creature within 5 feet of the weapon. On a hit, the target takes force damage equal to 1d8 + your spellcasting ability modifier. As a bonus action on your turn, you can move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it. The weapon can take whatever form you choose. Clerics of deities who are associated with a particular weapon (as St. Cuthbert is known for his mace and Thor for his hammer) make this spell’s effect resemble that weapon. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for every two slot levels above the 2nd.
  • Casting Time: 1 bonus action Range: 60 feet Components: V, S Duration: 1 minute You create a floating, spectral weapon within range that lasts for the duration or until you cast this spell again. When you cast the spell, you can make a melee spell attack against a creature within 5 feet of the weapon. On a hit, the target takes 1d8 force damage + your spellcasting ability modifier. As a bonus action on your turn, you can move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it. The weapon can take whatever form you choose. Clerics of deities who are associated with a particular weapon (as St. Cuthbert is known for his mace and Thor for his hammer) make this spell’s effect resemble that weapon. At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for every two slot levels above the 2nd.
  • It is a terrible choice, as it is an implement power that targets AC (making it inaccurate) and tends to chew up minor and move actions to maintain combat advantage and other attacks against the appropriate target.[1]
  • [[Category:]] Spiritual weapon, also called spiritual hammer in some circles, was an evocation spell that conjured a magical weapon which attacked chosen targets.
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