Casting Time 1 standard action
Components V, S, DF
Effect scimitar-like blade
Duration 1 min./level (D)
Saving Throw see text; Spell Resistance yes
This spell calls forth a weapon composed of elemental energy. Four variations of this spell exist and you may switch between these as a free action at the beginning of your turn. These weapons strike with a +3 bonus to attack but not to damage. Each of the four versions has different powers depending on its nature.
Scimitar of Air: This translucent weapon acts as a brilliant energy scimitar and ignores non-living armor and deals 2d6 points of damage on each successful hit. Once per round while wielding this weapon, you can deflect a single ranged attack so that you take no damage or effect from it. The scimitar of air does not deflect massive ranged weapons, but does harmlessly deflect arrows, crossbow bolts, and magical ranged attacks such as acid arrow, and other ranged touch or ray attacks.
Scimitar of Earth: This dull gray blade deals 3d6 points of damage to any opponent in contact with solid ground. In addition, an opponent struck by the scimitar of earth must succeed on a Fortitude save or temporarily be turned to stone. Each round on its turn, the subject may attempt a new saving throw to end the effect. (This is a full-round action and does not provoke attacks of opportunity.) This effect ends with a successful saving throw. If the creature does not succeed at a saving throw, it returns to flesh at the end of the spell’s duration.
Scimitar of Fire: This fiery weapon is equivalent of a flame burst scimitar. It deals 1d6 points of damage and 1d6 points of fire damage. On a successful critical hit (18–20), the scimitar deals an additional 1d10 points of fire damage. This fire does not harm you. Furthermore, a creature struck must succeed at a Reflex saving throw or catch fire for 1d4 rounds. The fire deals 1d6 points of damage per round, but may be extinguished normally.
Scimitar of Water: This wavy blue blade is equivalent of an acid burst scimitar. It deals 1d6 points of damage and 1d6 points of acid damage. On a successful critical hit (18–20), the scimitar deals additional 1d10 points of acid damage. Once per round, the blade may discharge up to four globs of acid at 120-foot range. You decide the number of globs ejected and multiple targets maybe selected. The balls deal 1d6 points of acid damage and may be combined: one orb deals 4d6 points of acid damage, two orbs deal 2d6 points of acid damage each, or any variation thereof.
Each individual orb requires a successful ranged attack.
The weapon can be wielded only by the caster and, if sundered, reforms or returns to its normal form on your next turn.
Book of Lost Spells – Copyright 2015, Frog God Games, LLC