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Alter Weapon

School transmutation; Level bloodrager 1, magus 1, sorcerer/wizard 1, vanguard 1

CASTING

Casting Time 1 standard action
Components V, S

EFFECT

Range touch
Target weapon touched
Duration 10 min./level (D)
Saving Throw Fortitude negates (object); Spell Resistance yes (object)

DESCRIPTION

With a firm hand you grasp a weapon and remake it into something new. Alter weapon changes the shape of the touched weapon into another weapon of your choice. The new form for the weapon must have the same size and handedness as the original; a greatsword could be turned into a halberd, but a dagger could not be made into a longsword. A ranged weapon can be altered, such as a longbow into a shortbow or a hand crossbow into a pistol, but this only alters the weapon, not its ammunition. Melee weapons must be altered into melee weapons, and ranged weapons must be altered into ranged weapons. The targeted weapon and its new form cannot be improvised weapons.

The weapon maintains its special material properties. If you target a magic weapon, the new form retains all special abilities of the original, if applicable (a keen greatsword, for example, would no longer be keen if altered into a greatclub). If you target a double weapon that has both ends enchanted, only the bonuses for one end of the weapon are granted to the new form, unless the new form is also a double weapon, in which case the enhancements apply to each respective end of the weapon. If a non-double magic weapon is altered into a double weapon, the bonuses only apply to one end of the double weapon, chosen when the spell is cast.

This spell cannot target an unarmed strike or natural weapon, even if it would normally count as a manufactured weapon for the purpose of spells (such as for a monk or brawler). This spell does not grant any proficiency with the weapon’s new form.
Section 15: Copyright Notice

Path of Iron, © 2015, Ascension Games, LLC; Author Christopher Moore