Evocation [force]
Level Cleric 2
Components V, M
Casting Time 5 segments
Range 30-ft.
Area of Effect One weapon
Duration 1 round per caster level (C)
Save None
The caster brings into existence the favored weapon of their deity fashioned out of force.
Beginning the round the spell is cast, the weapon will appear in range and attack a target selected by the caster. The weapon is made of force and attacks on it's own (floating in the air).
The weapon strikes as if wielded by the caster (including any ability score or other adjustments) but ignores speed factor, range modifiers, and armor defense adjustments.
The weapon can be a melee or missile weapon.
The weapon gains multi-attack as would the caster (if applicable) and the fire rate for missile weapons.
The range of the spell is from the caster's position and a melee weapon can attack any target within this range without the need to enter melee.
Missile weapons using ammunition can attack targets out to long range but stay within 30-ft. of the caster.
Beginning at 3rd level, the spiritual weapon strikes as a +1 magical weapon. This magic bonus increases by 1 every 3 levels thereafter. (i.e. +1 for 3rd; +2 for 6th; +3 for 9th; +4 for 12th; and +5 for 15th which is maximum; Bonus is for attack and damage).
The weapon can attack according to the cleric's position in cases where a target is surrounded.
The spiritual weapon is made of force and cannot be attacked and does not take damage. As with any spell, it can be dispelled normally with a successful dispel magic effect.
Attack. [melee or missile; force] (major, weapon speed 1) The weapon attacks the target in range as if wielded by the caster.
Switching Targets With a Melee Weapon. [innate] (minor, adds 1 to weapon speed) The caster can switch targets as an innate ability, ahead of an attack. This movement is fast only adding 1 to weapon speed (thus, the weapon speed is 2).
Magic Resistance. A magic resistant creature targeted by the spell can roll once to resist it and, if successful, the spell cannot affect it, but the spell will not be dispelled. Other creatures may be targeted in later rounds.
Material Components. The deity's favored weapon that must be held in hand by the caster while the spell attacks. The weapon is not consumed in the casting. Cost/Scarcity. varies;
Known Additions/Substitutions. A magical weapon with an enhancement bonus over that granted by the caster level will add its enhancement bonus instead of the bonus granted by the caster level. If magic ammunition is used, the ammunition is consumed in the casting.
Example. A 3rd/3rd level half-elven cleric/fighter of the Creator with an 11 Strength and 16 Dexterity uses a long bow and +2 arrow to cast spiritual weapon against an orc sub-chief shouting orders from behind a group of orcs. The cleric gains an Attack-AC 0 of 18 and adds a +4 bonus to the attack roll (+1 for Dex, +1 for racial weapon bonus, and +2 for the magic arrow used in the casting). The weapon gains no modifiers for range or armor worn by the target. Thus, the round the spell was cast, the half-elf attacks (assuming the spell is cast successfully and concentration is maintained). A roll of 12 and 7 on the two attacks (a bow is fire rate of 2) against the orc's AC of 5 means one attack hits for 1d6+2 damage and one attack misses (the attack roll must be a 9 or higher). If the orc sub-chief was in melee, the attack would target a random member of the melee as per firing into melee rules. If the half-elf was a worshiper of the Saint and had a (non-magical) heavy mace in hand, the spiritual weapon would instead attack once (at a +1 bonus) doing 1d6+2 damage.