Pathfinder 1e Spell Transmutation

Crusader's Edge

When you cast this spell on a melee weapon you imbue it with a powerful holy energy, granting the weapon the bane weapon quality against evil outsiders.

School
Transmutation
Casting Time
1 standard action
Range
Touch
Target
Melee weapon touched
Duration
1 minute/level
Saving Throw
Fort negates
Spell Resistance
No
Components
V S M

When you cast this spell on a melee weapon you imbue it with a powerful holy energy, granting the weapon the bane weapon quality against evil outsiders. Furthermore, whenever you score a successful critical hit against an outsider with the evil subtype, you not only deal normal critical damage with the weapon but also nauseate the outsider for 1d3 rounds--the outsider can reduce this nauseated condition to sickened for 1 round with a successful Fortitude save.

Whenever you confirm a critical hit against an outsider with the evil subtype, you gain 2d6 temporary hit points. While wielding this weapon, you gain a +2 sacred bonus on saving throws against spells, spell-like abilities, and special abilities originating from evil outsiders.

Augmented (5th): You can expend two uses of mythic power to give the touched weapon the holy weapon special ability.

View references and cross-links for Crusader's Edge

TheCrazyGM is an open library and a Forge for building — and publishing — your own.

Create a free account How publishing works What is a World?

A free account lets you start or join a Group: a roster, a provably-fair dice channel and a party character showcase for your table. Groups are free.

OGL 1.0a Notice. Pathfinder-derived Open Game Content on this page is used under the Open Game License v1.0a and Section 15 notice.