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View Full Version : D&D 3.x Other Spiritual Weapon Option



gooddragon1
2017-03-16, 02:20 AM
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nonsi
2017-03-16, 04:09 AM
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I totally agree with the option of making it a melee weapon, but I think you're giving too much to a 2nd level spell. Greater Magic Weapon is a 3rd level spell that requires an existing weapon.
Why not simply have it function in all ways and manners as a regular melee weapon? Simple and balanced.
If the deity has a favored weapon, the spell whould replicate that weapon, otherwise any weapon can be fasioned, as long as it wouldn't offend the deity.
The weapon should count as magical, and starting at say 10th level of the alignment corresponding to one of the deity's alignment extreme. If the deity doesn't have an alignment extreme, the weapon should carry the Ghost Touch enhancement.

gooddragon1
2017-03-16, 05:12 AM
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I totally agree with the option of making it a melee weapon, but I think you're giving too much to a 2nd level spell. Greater Magic Weapon is a 3rd level spell that requires an existing weapon.
Why not simply have it function in all ways and manners as a regular melee weapon? Simple and balanced.
If the deity has a favored weapon, the spell whould replicate that weapon, otherwise any weapon can be fasioned, as long as it wouldn't offend the deity.
The weapon should count as magical, and starting at say 10th level of the alignment corresponding to one of the deity's alignment extreme. If the deity doesn't have an alignment extreme, the weapon should carry the Ghost Touch enhancement.

It's made of force anyways. So have it function as the weapon though in all respects though. Simple is easier to remember. Could it be: If neutral than random alignment?

Sample so far:
You may instead choose to bind the spiritual weapon to your hand. In this case it is treated exactly as a weapon of its type appropriately sized for you except that it's made of force and is considered magical even though it has no enhancement bonus. At 10th level, you may add one of your dieties non-neutral alignments or a random non-neutral alignment that does not conflict with your own if you have no deity (roll 1d4; 1=good, 2=evil, 3=lawful, 4=chaotic; reroll for conflicting alignments). If this weapon leaves your hand at any time, the benefits of this spell are lost. The duration of this spell becomes 1 minute per level when it is used in this fashion.

nonsi
2017-03-16, 08:55 AM
It's made of force anyways. So have it function as the weapon though in all respects though. Simple is easier to remember. Could it be: If neutral than random alignment?

Sample so far:
You may instead choose to bind the spiritual weapon to your hand. In this case it is treated exactly as a weapon of its type appropriately sized for you except that it's made of force and is considered magical even though it has no enhancement bonus. At 10th level, you may add one of your dieties non-neutral alignments or a random non-neutral alignment that does not conflict with your own if you have no deity (roll 1d4; 1=good, 2=evil, 3=lawful, 4=chaotic; reroll for conflicting alignments). If this weapon leaves your hand at any time, the benefits of this spell are lost. The duration of this spell becomes 1 minute per level when it is used in this fashion.

Just one thing. Leave the randomality only to special cases where the deity and the cleric are both N. Other than that it's fine.

gooddragon1
2017-03-16, 12:31 PM
Just one thing. Leave the randomality only to special cases where the deity and the cleric are both N. Other than that it's fine.

I think this should do it.

Final version:
You may instead choose to bind the spiritual weapon to your hand. In this case it is treated exactly as a weapon of its type appropriately sized for you except that it's made of force and is considered magical even though it has no enhancement bonus. At 10th level, you may add one of your dieties non-neutral alignments, an alignment of your own if you have no deity, or a random non-neutral alignment that does not conflict with your own if you have no deity or both you and your deity are true neutral (roll 1d4; 1=good, 2=evil, 3=lawful, 4=chaotic; reroll for conflicting alignments). If this weapon leaves your hand at any time, the benefits of this spell are lost. The duration of this spell becomes 1 minute per level when it is used in this fashion.