Casting Time 1 standard action
Components V, S, M/DF (a colored crystal)
Range close (25 ft. plus 5 ft./2 levels)
Effect 1 weapon
Duration 1 minute/level
Saving Throw none (object); Spell Resistance no
You turn a melee or ranged weapon (or 20 pieces of ammunition) into a version of itself made of magical or psychic energy.
The weapon gains the brilliant energy magical weapon ability. Magical weapons retain their magical properties and abilities, except those that require the weapon to interact with nonliving materials (such as armor and shields).
The Four Horsemen Present: Character Options – Gods in the Void © 2015, Rogue Genius Games. Author: Steven T. Helt.