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School light; Level white mage 2


Casting Time 1 standard action


Range medium (100 ft. + 10 ft./level)
Effect magic weapon of light
Duration 1 round/level (D)
Saving Throw none; Spell Resistance yes


A melee weapon made of light appears and attacks foes at a distance, as you direct it, dealing 1d8 points of holy damage per hit, + 1 point per three caster levels (maximum +5 at 15th level). The weapon takes the shape of whatever melee weapon you want and has the same threat range and critical multipliers as a real weapon of its form. It strikes the opponent you designate, starting with one melee attack (versus normal AC) in the round the spell is cast and continuing each round thereafter on your turn. It uses your base attack bonus (possibly allowing it multiple attacks per round in subsequent rounds) plus your casting modifier as its attack bonus.

The weapon always strikes from your direction. It does not get a flanking bonus or help a combatant get one. Your feats or combat actions do not affect the weapon. If the weapon goes beyond the spell range, if it goes out of your sight, or if you are not directing it, the weapon returns to you and hovers.

Each round after the first, you can use a move action to redirect the weapon to a new target. If you do not, the weapon continues to attack the previous round’s target. On any round that the weapon switches targets, it gets one attack. Subsequent rounds of attacking that target allow the weapon to make multiple attacks if your base attack bonus would allow it to.

A holy weapon cannot be attacked or harmed by physical attacks, but dispel affects it. A holy weapon’s AC against touch attacks is 12 (10 + size bonus for Tiny object).

If an attacked creature has Spell Resistance, you make a caster level check (1d20 + caster level) against that Spell Resistance the first time the holy weapon strikes it. If the weapon is successfully resisted, the spell is dispelled. If not, the weapon has its normal full effect on that creature for the duration of the spell.