Weapon of the Deity

Transmutation

Level: Blackguard 3, Cleric 3, Paladin 3

Components: V, DF

Casting Time: 1 standard action

Range: Touch

Target: Weapon touched

Duration: 1 round/level

Saving Throw: Fortitude negates (harmless, object)

Spell Resistance: Yes (harmless, object)

Wielding the weapon your deity favors, you call upon that divine force to imbue it with power.

You must be holding your deity’s favored weapon to cast this spell. You can use the weapon as if you had proficiency with it even if you normally do not. The weapon gains a +1 enhancement bonus on attack rolls and damage rolls and an additional property (see the list below). A double weapon gains this enhancement bonus and property for only one of its two ends, as chosen by you.

When you reach caster level 9th, the enhancement bonus of the weapon increases to +2. At 12th level, the bonus rises to +3, at 15th level it is +4, and at 18th level it becomes +5.

The list below includes deities from the core pantheon (Greyhawk) as well as other deities described in D&D supplements, along with the five alignment components. If a cleric worshiping a different deity casts this spell, the DM should assign an appropriate weapon property of the same power level as those given here.

Deities

Bahamut: +1 frost heavy pick

Boccob: +1 spell storing quarterstaff

Corellon Larethian: +1 keen longsword

Ehlonna: +1 frost longsword

Erythnul: +1 mighty cleaving morningstar

Fharlanghn: +1 defending quarterstaff

Garl Glittergold: +1 throwing battleaxe

Gruumsh: +1 returning shortspear

Heironeous: +1 shock longsword

Hextor: +1 mighty cleaving heavy flail

Kord: +1 mighty cleaving greatsword

Kurtulmak: +1 shock shortspear

Lolth: +1 keen whip

Moradin: +1 throwing warhammer

Nerull: +1 keen scythe

Obad-Hai: +1 defending quarterstaff

Olidammara: +1 keen rapier

Pelor: +1 flaming heavy mace

St. Cuthbert: +1 mighty cleaving heavy mace

Vecna: +1 frost dagger

Wee Jas: dagger of venom

Tiamat: +1 flaming heavy pick

Yondalla: +1 defending short sword

Alignments

Good: +1 frost warhammer

Evil: +1 mighty cleaving light flail

Neutral: +1 defending heavy mace

Law: +1 flaming longsword

Chaos: +1 shock battleaxe

Source: Spell Compendium, page 237. Previously published in Complete Divine, page 188. Changed “special ability” to “property” in the spell description to match the later terminology used in the Magic Item Compendium.

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