Rules Question: Sacred Weapon


Rules Questions and Gameplay Discussion


Do you suffer penalties when you summon a weapon that requires a proficiency to use without penalty? From the wording of the card, I would think the penalty would apply, but for practical purposes that makes the card exceptionally limited.


We're playing it as if the card is in your hand, with all functions of the card available. So lack of weapon proficiency counts against you, if applicable, and we play it as if the "discard" powers were in play. But yeah, Kyra drew a card that required proficiency and suffered for it, failing the check.


The spell causes you to summon and play a weapon.

-Yes, non-proficiency counts, since Sacred Weapon doesn't grant (or allow you to ignore) proficiency.

-Since you're playing the weapon, you MAY use the discard/bury/banish power. There are cases where you might not want to, such as if it adds a trait that is resisted or immune.

Paizo Employee Chief Technical Officer

*Everything* applies as usual. When you summon a weapon, you take your chances.


Thanks for the confirmation.


Makes me kinda wonder who this spell is for, though. Except I guess that it's untyped damage, so to speak? Doesn't work on monsters immune to spells with the Attack trait, because you have to play the spell with the Attack trait to get at the weapon and even before the random element of what weapon you get is considered, you're nerfing your Divine die in most cases.


Dave Riley wrote:
Makes me kinda wonder who this spell is for, though. Except I guess that it's untyped damage, so to speak? Doesn't work on monsters immune to spells with the Attack trait, because you have to play the spell with the Attack trait to get at the weapon and even before the random element of what weapon you get is considered, you're nerfing your Divine die in most cases.

I second that question.

Can anyone suggest any possible practical use to this card? Or if one of the devs can pitch in with a hint as to the design intent? I have a strong inclination to think this spell should lack the "Attack" trait, as it's not targeting the creature in any way, it's essentially a Summon/Conjure spell I guess (and maybe it also telekinetically controls the weapon, idk, I'm not familiar with the RPG equivalent)? That would at least be SOME recourse against the f@%$*& Flesh Golem...


I imagine you can't use the summoned weapons power to recharge or discard for an extra die. What happens when you summon a weapon with a trait that the monster is immune to?


Desant wrote:
I imagine you can't use the summoned weapons power to recharge or discard for an extra die. What happens when you summon a weapon with a trait that the monster is immune to?

Tough luck? :D

Sovereign Court

Zenarius wrote:
Desant wrote:
I imagine you can't use the summoned weapons power to recharge or discard for an extra die. What happens when you summon a weapon with a trait that the monster is immune to?
Tough luck? :D

Yup. It says you play the weapon, right? Well you draw a random weapon (it does not specify a weapon that can work on the monster as far as I know), and you play it if you can. As for recharging / discarding, yes you can use those powers, it just goes back to the box instead of the usual action because it was summoned.

Of course, I could be forgetting an explicit ruling written on the card the contradicts what I say, but from what I remember that's how you play it.


I get that you would not be able to play the weapon if the monster is immune but then what? Can I just cast a different spell or is the monster undefeated?


I'm just going to punch it in the face.

Sovereign Court

Desant wrote:
I get that you would not be able to play the weapon if the monster is immune but then what? Can I just cast a different spell or is the monster undefeated?

That depends. If Sacred Weapon says "For your combat check", then you've already played your one card that determines the check, and yes you're basically limited to blessings / items / etc that only modify a check. You have also played a spell, even if it fizzled due to you summoning a Flaming Sword Fiery Fireness against the Living Being of Elemental Immunity. It's not common for it happen, but yea summoning a fail-to-immunity would be a pretty Sacred Weapon.


Given the name and the d8s, I'm guessing Sacred Weapon is the translation of spiritual weapon from the RPG. Spiritual weapon is an evocation [force] effect, not a summoning, and the resulting attacks do a fixed amount of magical [force] damage, not damage based on the form of the weapon. Some big changes!

There's a couple aspects of spiritual weapon that are different from your standard damage spells: it requires standard attack rolls, not touches; those attack rolls use your base attack + Wisdom (but should be "divine spellcasting") modifier; and the critical range and multiplier are determined by the weapon's form. Some of that is modeled here by the summoned weapon from the box.

Personally: I wouldn't have added the weapon's traits to the check; just let the thing do Force damage. That might make it too good, though. Maybe if it only summoned Basic weapons, but they get purged. Hard to say.

An alternative (but much less interesting) translation would have been a bog-standard damage spell based on your combat skills:

[Magic][Divine][Attack][Force][Veteran]
For your combat check, discard this card to use Melee or Ranged + 1d8 + the adventure deck number of the scenario. (Divine recharge check.)

Sovereign Court

Or more likely, Sacred Weapon is a spell version of Sacred Weapon from the RPG ;) and all that trying to recover it is irrelevant.


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Andrew L Klein wrote:
Or more likely, Sacred Weapon is a spell version of Sacred Weapon from the RPG ;) and all that trying to recover it is irrelevant.

I don't know of any PFRPG spell by that name. There's a Warpriest ability that's along the same lines as the Magus ability to enhance weapons, but not a spell.

The card game normally changes the spell names, but if you know a PFRPG spell by that name please link to it or its source. I'd like to see it! :)

Sovereign Court

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Nope, I was referring to the Warpriest ability, which is where "a spell version" in my comment came from ;)

They change spell names, but I doubt they'd change it to something that's already a thing.


Do you retain the traits of the spell itself ? (Magic, Divine, etc?)

Paizo Employee Chief Technical Officer

Y'all might want to check this FAQ.


Rules as written would say that the check is being completed with only the attributes of the summoned weapon, but theme and design implies that this should be a sacred weapon, e.g. magic+divine, but the sacred weapon spell itself merely confers that you use the item as if your melee/ranged skill is ____.

It may be worthwhile to check with design if their intent was to actually confer that this is a magic divine weapon, aka, the text of the spell should also read, and add the magic and divine traits to this check.

(In my personal opinion, given the graphic art on the card -- it would be highly anti-thematic to not edit/rule this as the divine and magic traits should be added to the check)

Sovereign Court

Vic Wertz wrote:
Y'all might want to check this FAQ.

Alright so I was playing right. Play it if you can, using whatever powers it has that are legal options, and then banish it. If there are no legal options, then... well, deal with it.

Paizo Employee Chief Technical Officer

You only add a card's traits to the check when that card determines the skill you're using for the check. The skill is determined by the weapon, not by the card that summons the weapon, so you add the traits from the weapon card, not the summoning card.

Grand Lodge

Vic Wertz wrote:
You only add a card's traits to the check when that card determines the skill you're using for the check. The skill is determined by the weapon, not by the card that summons the weapon, so you add the traits from the weapon card, not the summoning card.

Huh. That makes Sacred Weapon actually useful against Carrion Golems then. I hadn't thought of it that way before, but you're totally right.

Paizo Employee Chief Technical Officer

Sorry—Carrion Golem says "You may not play spells that have the Attack trait." And since Sacred Weapon is a spell that has the Attack trait, you can't play it.

However, Wand of Sacred Weapon from Wrath 2 is an item, so even though it also has the Attack trait, you can play it against the Carrion Golem.

Grand Lodge

Gah, you're right. I was thinking it said "immune to the Attack trait" for some reason.

Though thematically, if Sacred Weapon is simply creating a weapon for you to use against a monster... It makes zero sense for the spell to not work on the golem. But oh well.


ThreeEyedSloth wrote:

Gah, you're right. I was thinking it said "immune to the Attack trait" for some reason.

Though thematically, if Sacred Weapon is simply creating a weapon for you to use against a monster... It makes zero sense for the spell to not work on the golem. But oh well.

IMO, and I know I am repeating myself, theme is important in a game like this and given the artwork and name of the spell, and the implication that the weapon you are summoning is not actually real, it would make much more thematic sense if the power on the card stated that you should add the divine and magic traits to your check.


WesWagner wrote:
... the implication that the weapon you are summoning is not actually real, it would make much more thematic sense if the power on the card stated that you should add the divine and magic traits to your check.

That, or the weapon is real, and it makes no sense for the spell to have the Attack trait. Oh well, just another card that will never be used in my games, I guess.

Incidentally, it could be interesting if there was a thread similar to "your adventurers at the mid-point" , but showing the starting gear...

Grand Lodge

Longshot11 wrote:
WesWagner wrote:
... the implication that the weapon you are summoning is not actually real, it would make much more thematic sense if the power on the card stated that you should add the divine and magic traits to your check.

That, or the weapon is real, and it makes no sense for the spell to have the Attack trait. Oh well, just another card that will never be used in my games, I guess.

Incidentally, it could be interesting if there was a thread similar to "your adventurers at the mid-point" , but showing the starting gear...

But you are summoning a (temporary) magic weapon to attack with ... using a spell. It should have the Attack trait.


In the RPG, summoning something doesn't make that thing magic.


Frencois wrote:
In the RPG, summoning something doesn't make that thing magic.

Summoned creatures/items are certainly magical.

This is the difference between conjuration creation and conjuration summoning. Creation makes a permanent non-magical thing. Summoning means the thing exists only for the duration of the magic, and for instance is blocked by things like antimagic field.

At least in the PRG.

Grand Lodge

Frencois wrote:
In the RPG, summoning something doesn't make that thing magic.

Okay, I meant magical in the fact that it was summoned for a period of time and then goes away. Not that it was magical in nature and could be considered a magical weapon.

(I was talking general terms, not technical in regards to Magic weapons.)

Pathfinder ACG Developer

Because that cards don't track whether SR applies (and shouldn't!), creatures with SR and/or immunity have to work a bit differently.

Grand Lodge

Keith Richmond wrote:
Because that cards don't track whether SR applies (and shouldn't!), creatures with SR and/or immunity have to work a bit differently.

Interesting ... I never equated those checks (Before You Act) to SR until now. You thinking of doing any sort of DR?

Grand Lodge

DR already exists in the card game.

Using Piercing/Slashing against Skeletons and increasing their difficulties by 3 is their DR 5/bludgeoning from the RPG.

Grand Lodge

True. Again, didn't think about it (in those terms) until now.

Paizo Employee Chief Technical Officer

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WesWagner wrote:

IMO, and I know I am repeating myself, theme is important in a game like this and given the artwork and name of the spell, and the implication that the weapon you are summoning is not actually real, it would make much more thematic sense if the power on the card stated that you should add the divine and magic traits to your check.

Rulebook wrote:
Allow for Abstractions. Sometimes the story you imagine can get in the way of playing the game. Despite their aquatic nature, Bunyips can be encountered in the Manor House. Caltrop Bead works against Skeletons, even if they don’t have flesh on their feet. Don’t force the cards to fit your story; let the cards tell you their stories.

Grand Lodge

Is there a case for errata-ing Sacred Weapon NOT to have the Attack trait? It feels like it should be a summoning spell, with the actual attack coming from the wielder and the weapon summoned. The purpose of the spell isn't to directly damage your opponent, but to put a weapon in your hands temporarily (which, in the scheme of game-mechanics, would be the duration of one combat). Whether it's used to fight, pick your toenails, or hammer a notice of eviction onto a tenant's door is up to the wielder. It just so HAPPENS that game mechanics prevent you from playing it at any other time than the "Play cards and use powers that affect the check" stage of a combat check.

"Gad, my toenails are dirty... (*BAMF*) Dangit! Another mace..."

Just playing Asmodeus' advocate, here.

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