Is greatmagicweap.png
Magic Weapon, Greater
Spell Information
Spell level : Innate level: 3, Cleric: 4, Paladin: 3, Sorcerer/Wizard: 3
School : Transmutation
Descriptor(s) : Weapon Enchantment
Components : Verbal and Somatic
Range : Short
Target/Area : Creature or Melee weapon
Duration : 1 Hour * cLevel
20 Rounds (cLevel)
Spell resistance : No

Description[edit | edit source]

You empower the touched weapon with a +1 enhancement bonus per 4 caster levels (maximum of +5). You can either directly target the weapon you want to cast this spell on, or you can target a creature, affecting the creature's main hand weapon.

Notes[edit | edit source]

  • Though displayed as such, a successful Dispel does not remove the effects of this spell from a weapon.
  • This spell does not work on ranged weapons.
  • The spell script fails to enhance a greatclub weapon, because it is not recognized as a melee weapon. In the Original Campaign, the King of Shadows wields this kind of weapon; if the player creates a copy of him using Shadow Simulacrum, and then tries to use this spell on the doppelganger, it will return an error. To fix, open the script include x2_inc_itemprop.nss, add BASE_ITEM_GREATCLUB to the IPGetIsMeleeWeapon() function, then recompile the X2_S0_GrMagWeap.nss script.

3.5e Comparison[edit | edit source]

  • In 3.5, this spell could affect as many as fifty arrows, bolts, or bullets rather than a weapon (if the ammunition was of the same type), but could not affect thrown weapons (except for shuriken). The projectiles lose their enchantment bonus when used. It could also affect ranged weapons, and such weapons would give the enchantment bonus to their ammunition.

External resources[edit | edit source]

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