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0Crusader's Edge00good4-1-11 standard action0V, S, M (dried blood from an evil outsider, sprinkled on the weapon)0no0-10-1000cleric/oracle 4, inquisitor 4, paladin 4Inner Sea Magic1110-1-10000-1This spell was created by the paladins of the Mendevian Crusades, and co-opted by inquisitors and rangers dedicated to tracking and fighting demons, devils, and other evil extraplanar creatures. When you cast this spell on a melee weapon you imbue it with a powerful holy energy, granting the weapon the bane weapon quality against evil outsiders. Furthermore, whenever you score a successful critical hit against an outsider with the evil subtype, you not only deal normal critical damage with the weapon but also nauseate the outsider for 1d3 rounds-the outsider can reduce this nauseated condition to sickened for 1 round with a successful Fortitude save.00melee weapon touched001 minute/level-10-1touch

Crusader's Edge

School transmutation [good]; Level cleric/oracle 4, inquisitor 4, paladin 4

CASTING

Casting Time 1 standard action
Components V, S, M (dried blood from an evil outsider, sprinkled on the weapon)

EFFECT

Range touch
Targets melee weapon touched
Duration 1 minute/level
Saving Throw Fortitude negates; Spell Resistance no

DESCRIPTION

This spell was created by the paladins of the Mendevian Crusades, and co-opted by inquisitors and rangers dedicated to tracking and fighting demons, devils, and other evil extraplanar creatures.

When you cast this spell on a melee weapon you imbue it with a powerful holy energy, granting the weapon the bane weapon quality against evil outsiders. Furthermore, whenever you score a successful critical hit against an outsider with the evil subtype, you not only deal normal critical damage with the weapon but also nauseate the outsider for 1d3 rounds-the outsider can reduce this nauseated condition to sickened for 1 round with a successful Fortitude save.

Mythic: Whenever you confirm a critical hit against an outsider with theevil subtype, you gain 2d6 temporary hit points. While wieldingthis weapon, you gain a +2 sacred bonus on saving throwsagainst spells, spell-like abilities, and special abilities originatingfrom evil outsiders.
Augmented (5th): You can expend two uses of mythic powerto give the touched weapon the holy weapon special ability.
NULL-10040-1Whenever you confirm a critical hit against an outsider with theevil subtype, you gain 2d6 temporary hit points. While wieldingthis weapon, you gain a +2 sacred bonus on saving throwsagainst spells, spell-like abilities, and special abilities originatingfrom evil outsiders.-1-1transmutation-1Augmented (5th): You can expend two uses of mythic powerto give the touched weapon the holy weapon special ability.004-10-100-1-1-114-1-1NULLFortitude negates1-100

This spell was created by the paladins of the Mendevian Crusades, and co-opted by inquisitors and rangers dedicated to tracking and fighting demons, devils, and other evil extraplanar creatures.

When you cast this spell on a melee weapon you imbue it with a powerful holy energy, granting the weapon the bane weapon quality against evil outsiders. Furthermore, whenever you score a successful critical hit against an outsider with the evil subtype, you not only deal normal critical damage with the weapon but also nauseate the outsider for 1d3 rounds-the outsider can reduce this nauseated condition to sickened for 1 round with a successful Fortitude save.

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