Spirit-Bound Blade
EvocationEvocation spells manipulate magical energy or tap an unseen source of power to produce a desired end. In effect, an evocation draws upon magic to create something out of nothing. Many of these spells produce spectacular effects, and evocation spells can deal large amounts of damage.
PFS Legal
Available to
- Casting Time
- 1 standard actionMost spells take 1 standard action; others list 1 round, 1 minute, or more, or use a swift or immediate action.Full rule on Archives of Nethys ↗
- Components
- SS (Somatic): A precise movement of the hand; you must have at least one hand free to perform it.Full rule on Archives of Nethys ↗
- Range
- touchHow far the spell reaches. Close = 25 ft + 5 ft/2 levels; Medium = 100 ft + 10 ft/level; Long = 400 ft + 40 ft/level. Personal = yourself; Touch = a creature or object you touch.Full rule on Archives of Nethys ↗
- Target
- weapon touchedHow the spell is aimed: a Target (specific creatures or objects), an Effect it creates (e.g. a wall or a summoned creature), or an Area shape (burst, cone, line, and so on). Some areas are shapeable. "Target or Area" means the spell uses either, at your choice.Full rule on Archives of Nethys ↗
- Duration
- 1 minute/levelHow long it lasts. Instantaneous resolves at once; Concentration lasts while you keep focusing; Permanent lasts until dispelled. A trailing "(D)" means you can dismiss it as a standard action.Full rule on Archives of Nethys ↗
- Saving Throw
- Will negates (harmless, object)If a save is allowed, the target rolls Fortitude, Reflex, or Will: the result negates, gives partial, half, or no effect. "harmless" lets a willing target decline. Save DC = 10 + spell level + your casting ability modifier.Full rule on Archives of Nethys ↗
- Spell Resistance
- noWhether a creature's spell resistance can block the spell (Yes/No). For "harmless" spells a willing creature may lower its SR to be affected.Full rule on Archives of Nethys ↗
You focus emotional energy and weave it into a shroud of hardened ectoplasm around the weapon you touch, infusing it with a ghostly glow and great power. The weapon becomes a ghost touch weapon, and gains one of the following additional benefits, depending on the type of emotion you infuse into the weapon. If a special ability wouldn’t apply to the chosen weapon (such as vicious on a ranged weapon), the weapon doesn’t gain that benefit.
Anger: The weapon also gains the vicious special ability.
Dedication: The weapon also gains the returning special ability.
Despair: The weapon also gains the cruel special ability.
Fear: The weapon also gains the menacing special ability.
Hatred: The weapon also gains the cunning special ability.
Jealousy: The weapon also gains the mimetic special ability.
Zeal: The weapon also gains the keen special ability.
If you are a spiritualist and the type of emotional energy you choose matches the emotional focus of your phantom, the weapon grants its wielder a +2 bonus on skill checks with both skills you gain Skill Focus in from your phantom’s emotional focus.
Anger: The weapon also gains the vicious special ability.
Dedication: The weapon also gains the returning special ability.
Despair: The weapon also gains the cruel special ability.
Fear: The weapon also gains the menacing special ability.
Hatred: The weapon also gains the cunning special ability.
Jealousy: The weapon also gains the mimetic special ability.
Zeal: The weapon also gains the keen special ability.
If you are a spiritualist and the type of emotional energy you choose matches the emotional focus of your phantom, the weapon grants its wielder a +2 bonus on skill checks with both skills you gain Skill Focus in from your phantom’s emotional focus.