Campaign of the Month: January 2015
Skies of Glass
- Level: Red or Blue 2
- Components: V, S, F (The weapon to be thrown)
- Casting Time: 1 standard action
- Range: 60 ft.
- Effect: 60-ft. line
- Duration: Instantaneous
- Saving Throw: None
- Spell Resistance: No
With weapon in hand, you finish the last of the arcane gestures and words that activate the power of the spell. As you cast the spell, you hurl your weapon at your foes. The blade, carried along both by your might and your magical prowess, slashes at your foes while whirling forward.
You hurl a weapon held at the time of casting, and it magically attacks all enemies along a line to the extent of the spell’s range. You make a special melee attack, much as if you were attacking with the weapon in melee, and compare your result to each foe in the weapon’s path. You cannot critically hit an enemy with this attack and for this attack roll a natural 1 is not an automatic miss and a natural 20 is not an automatic hit. Even if your base attack bonus would normally give you multiple attacks, a whirling blade gets only one attack (at your highest attack bonus) against each target. The weapon deals it’s normal damage (including any enhancements or enchantments) plus your Strength modifier, including any bonuses you might have from abilities or feats. You are not considered to be wielding the weapon for any effect that would trigger on-hit (such as the healing of Vampiric, though the bonus damage still occurs), and is otherwise treated as-if under the effects of Dancing Blade. You can choose to substitute your Charisma modifier (if cast from Red) or your Intelligence modifier (if cast from Blue) for your Strength modifier on the weapon’s attack rolls and damage rolls. No matter how many targets your weapon hits or misses, it instantly and unerringly returns to your hand after attempting the last of its attacks.