Holy Javelin
System: Pathfinder | SRD
Level: Cleric: 3; Inquisitor: 3; Paladin: 2
School: conjuration ( creation )
Casting time: 1 standard action
Components: V, S, DF
Range: medium (100 ft. + 10 ft./level)
Duration: 1 round + 1 round/4 levels
Saving throw: none
Spell resistance: yes
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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