rdfs:comment
| - Holy Weapon is a Common Unit Enchantment belonging to the File:Icon Life.png realm. For File:Icon Mana.png it may be cast on a friendly Normal Unit or Hero on the overland map to empower its weapons with divine energy. As a result, the unit receives a File:Icon ToHit.png bonus, which allows it to inflict more damage on average with each attack. Furthermore, when fighting enemy units possessing Weapon Immunity, the enchanted unit no longer allows the enemy its File:Icon Defense.png from this immunity.
- Casting Time: 1 bonus action Range: Touch Components: V, S Duration: Concentration, up to 1 hour You imbue a weapon you touch with holy power. Until the spell ends, the weapon emits bright light in a 30-foot radius and dim light for an additional 30 feet. In addition, weapon attacks made with it deal an extra 2d8 radiant damage on a hit. If the weapon isn’t already a magic weapon, it becomes one for the duration.
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abstract
| - Holy Weapon is a Common Unit Enchantment belonging to the File:Icon Life.png realm. For File:Icon Mana.png it may be cast on a friendly Normal Unit or Hero on the overland map to empower its weapons with divine energy. As a result, the unit receives a File:Icon ToHit.png bonus, which allows it to inflict more damage on average with each attack. Furthermore, when fighting enemy units possessing Weapon Immunity, the enchanted unit no longer allows the enemy its File:Icon Defense.png from this immunity. Alternatively, a cheaper version of the same spell may be cast for File:Icon Mana.png during combat, in which case it will temporarily bestow the same bonus on a unit for the duration of the battle (with no permanent effects or upkeep costs).
- Casting Time: 1 bonus action Range: Touch Components: V, S Duration: Concentration, up to 1 hour You imbue a weapon you touch with holy power. Until the spell ends, the weapon emits bright light in a 30-foot radius and dim light for an additional 30 feet. In addition, weapon attacks made with it deal an extra 2d8 radiant damage on a hit. If the weapon isn’t already a magic weapon, it becomes one for the duration. As a bonus action on your turn, you can dismiss this spell and cause the weapon to emit a burst of radiance. Each creature of your choice that you can see within 30 feet of you must make a Constitution saving throw. On a failed save, a creature takes 4d8 radiant damage, and it is blinded for 1 minute. On a successful save, a creature takes half as much damage and isn’t blinded. At the end of each of its turns, a blinded creature can make a Constitution saving throw, ending the effect on itself on a success.
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