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0Holy Javelin00good3-1-11 standard action0V, S, DF1yes0-10javelin of divine energy-1000cleric/oracle 3, inquisitor 3, paladin 2Horror Adventures0Deal ongoing damage to evil creatures and apply penalties.010-1-10000-1You create a shimmering javelin of holy energy to hurl at an enemy as a ranged touched attack. The javelin deals 1d6 points of damage to an evil creature on a successful attack; it dissipates harmlessly against creatures of any other alignment. Each time a creature starts its turn while impaled by the javelin, it takes another 1d6 points of damage. For every 4 caster levels you have, the javelin remains in the creature for an additional round (to a maximum of 5 rounds at 18th level). While the creature remains impaled, it takes a -2 penalty on attack rolls and skill checks. As a move action, the creature (or another adjacent creature) can attempt to pull the javelin out (causing it to immediately disappear) with a DC 12 Strength check. The holy javelin glows like a torch, and this light clearly indicates the impaled creature's location, even if it turns invisible. Since this light is not a light effect, just the glow of a conjured javelin, darkness spells always suppress it, even if they are lower level.00creation001 round + 1 round/4 levels-10-1medium (100 ft. + 10 ft./level)

Holy Javelin

School conjuration (creation) [good]; Level cleric/oracle 3, inquisitor 3, paladin 2

CASTING

Casting Time 1 standard action
Components V, S, DF

EFFECT

Range medium (100 ft. + 10 ft./level)
Effect javelin of divine energy
Duration 1 round + 1 round/4 levels
Saving Throw none; Spell Resistance yes

DESCRIPTION

You create a shimmering javelin of holy energy to hurl at an enemy as a ranged touched attack. The javelin deals 1d6 points of damage to an evil creature on a successful attack; it dissipates harmlessly against creatures of any other alignment. Each time a creature starts its turn while impaled by the javelin, it takes another 1d6 points of damage. For every 4 caster levels you have, the javelin remains in the creature for an additional round (to a maximum of 5 rounds at 18th level). While the creature remains impaled, it takes a -2 penalty on attack rolls and skill checks. As a move action, the creature (or another adjacent creature) can attempt to pull the javelin out (causing it to immediately disappear) with a DC 12 Strength check. The holy javelin glows like a torch, and this light clearly indicates the impaled creature's location, even if it turns invisible. Since this light is not a light effect, just the glow of a conjured javelin, darkness spells always suppress it, even if they are lower level.

NULL-10030-1-1-1conjuration-1003-10-100-1-1-112-1-1NULLnone1-100

You create a shimmering javelin of holy energy to hurl at an enemy as a ranged touched attack. The javelin deals 1d6 points of damage to an evil creature on a successful attack; it dissipates harmlessly against creatures of any other alignment. Each time a creature starts its turn while impaled by the javelin, it takes another 1d6 points of damage. For every 4 caster levels you have, the javelin remains in the creature for an additional round (to a maximum of 5 rounds at 18th level). While the creature remains impaled, it takes a -2 penalty on attack rolls and skill checks. As a move action, the creature (or another adjacent creature) can attempt to pull the javelin out (causing it to immediately disappear) with a DC 12 Strength check. The holy javelin glows like a torch, and this light clearly indicates the impaled creature's location, even if it turns invisible. Since this light is not a light effect, just the glow of a conjured javelin, darkness spells always suppress it, even if they are lower level.

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