Weapon creation spells


Homebrew and House Rules


Working on some spells specifically usable for magus and other melee casters.

First we got the create weapon spell. A simple spell to help magus's over come some of the problems with low STR and low BAB.

Worked really hard to make this useful and balanced. It is restricted to very specific classes (no wizards allowed), while it has a swift action spell it has a duration of only rounds. It is a created item, so while it is not effected by spell resistance it does not have any huge advantages over a normal item. Like being made out of force.

From these spells I created the martial spell styles. Spells that make more specific created weapons and have special stance spells. The inspiration for the stance spells comes from the old 3.5 daggerspell stance.

Solar Flare Style

Darkhand Style

I appreciate any feedback you guys may have.

( Also have a class that may use these spells a lot, The Magnus )


The first one is too good for a 1st level spell.

You should put all of these spells into a single document.

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The weapon spell is too powerful for a 1st level spell. It's also overly complicated for what should be a rather simple effect. Just let it create a masterwork weapon that lasts until the caster lets go of the weapon after a 1 minute per level duration.

The style spells should probably be feats. It feels weird a magic spell causes you to do a different combat stance.


Ciaran Barnes wrote:

The first one is too good for a 1st level spell.

You should put all of these spells into a single document.

Cyrad wrote:
The weapon spell is too powerful for a 1st level spell. It's also overly complicated for what should be a rather simple effect. Just let it create a masterwork weapon that lasts until the caster lets go of the weapon after a 1 minute per level duration.

Is it really that strong? Even with a a +5 int mod the person is only getting a +2 to attack for a couple of rounds.

True strike gives you +20 for one and not to mention the many other spells that can give that same amount to + hit.

Also I restricted it to the martial caster classes for a reason. Paladins have plenty of level 1 spells that are equal or greater in power to this spell.

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Your spell doesn't just give you a bonus to attacks. It gives you a weapon that you can cast with. And you can cast the spell as a swift action. That alone is pretty big. The best 1st level combat buffs are all standard actions and usually give you a +1 for the duration of a battle.

I feel like you're trying to make the spell do too many things.


Cyrad wrote:

Your spell doesn't just give you a bonus to attacks. It gives you a weapon that you can cast with. And you can cast the spell as a swift action. That alone is pretty big. The best 1st level combat buffs are all standard actions and usually give you a +1 for the duration of a battle.

I feel like you're trying to make the spell do too many things.

Your right, I should cut some things from the first level version. Would putting a cap on the bonus help out to, maybe a max equal to the persons caster level.


Drop the ability mod to attack rolls altogether. Drop the bit about casting spells with the weapon. Conjuring a good weapon (MW) is perfect for a 1st level spell. If you want the spell to scale a bit, allow special materials at higher levels. Don't go crazy though. It's only a 1st level spell.

They are already other spells that grant attack bonuses. You're combining the effects of multiple spells in to a single 1st level spell.

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