Enchanted Armaments (Wizard Spell)

With this spell, the wizard can temporarily en­chant a large number of weapons against a spe­cific foe. The weapons can be of any variety and made from any materials, but they must all be within the area of effect at the time of casting.
During the preparation time, the wizard must spend at least one hour with each weapon to be enchanted, scratching a special symbol onto its blade or handle. The wizard must choose a single named foe, being specific as to race and origins (such as “the elves of Jaura Dai" or “the gith mer­cenaries of Rithgar's horde"). The caster cannot choose “all elves" or “all of Rithgar's horde" as named foes for this spell.
Those weapons in the area at the time of cast­ing gain a magical +2 enchantment for the dura­tion of the spell against the named foe only. This bonus applies to both attack and damage rolls, and allows the weapons to inflict damage on creatures normally requiring magical weapons of +2 or less to hit. The weapons receive no benefit against other creatures.
The weapons remain enchanted until one of the following occurs: The named foe is com­pletely destroyed; half of those wielding the weapons are killed or otherwise taken out of action; or 30 days have passed since the casting. Once the spell's duration has run out, all the en­chanted weapons turn to dust immediately.
The material components are a powdered braxat's horn, and the weapons themselves.
Notes: Restricted to preservers and defilers, common.
Category:Psionic Enchancements
Category:Wizard Spells
Category:Psionic Enchancements from Dragon Kings
Category:Spells from Dragon Kings
Category:Spells from Wizard's Spell Compendium
Category:Spells