Perfect Sword (TOToM Spell)

''The sword is the second symbol of the paladin, as those who would seek to hinder their philosophy must be punished for such an action. While not all paladins use swords, it is the most common weapon of choice, and thus, the spell is named after them. While non-paladins have learned this spell, it is rare.''

If the target is wielding a one-handed or light melee weapon, it transforms in appearance as described below. If the target is not wielding a weapon, a copy of any light or one-handed melee weapon that they are proficient with appears in their hand, with the appearance described below. In either case, this weapon's damage is subject to the rules for [Force] abilities, and deals typeless damage. Such a weapon cannot be passed on to anyone else, and if it affects an already-existing weapon, giving that weapon to anyone else causes it to lose these properties.

Additionally, the weapon gains abilities dependent upon the alignment of its user.

Lawful good: The weapon formed is Lawbringer, and it glows with inner white light, illuminating the area as a torch would. The weilder can declare one attack roll per round made with this weapon to automatically count as a 14. This must be done before any dice are rolled for the attack roll.

Chaotic good: The weapon formed is Liberator, and it glows with a multicoloured light, illuminating the area as a torch would. The wielder can make an attack (as part of any action that involves attacking) against any ability effect that impedes themselves or others (such as web or black tentacles) using this weapon. Treat their attack roll as a dispel roll (as per dispel magic) against that specific ability, even if it could not normally be dispelled.

Lawful evil: The weapon formed is Enslaver, and it is pitch-black, producing the effects of a shadowlight spell around the user. The wielder can choose to exclude any number of creatures from it, and change who is excluded as a swift action. Additionally, those that have been dealt damage at least once with the weapon must make a Will save using its Charisma modifier instead of its Wisdom modifier to make any movement away from the paladin. This effect fades after 1 minute of not being dealt damage, or when a save is made successfully, whichever comes first.

Chaotic evil: The weapon formed is Slayer, and it is constantly dripping with blood, as if the weapon were wounded, while radiating a sickly-red light at the same intensity as a torch. Any creature struck with this weapon must make a Fortitude save using its Charisma modifier instead of its Constitution modifier or else is dealt 5 ongoing damage. Recovery ends the ongoing damage.

Enhanced: Lawbringer - The light shed is equivalent to a daylight spell instead. Liberator - The weapon causes any target struck by it to become sickened (recovery ends). Enslaver - Even if the save is successful, the speed of the target is halved for that instance of movement. Slayer - No save is given for the ongoing damage.

Diminished: Lawbringer - The user must expend a swift action to cause an attack roll to become 14 automatically. Liberator - The weapon can only dispel spell and spell-like abilities that impede or limit movement. Enslaver - Those damaged by the weapon receive a +4 bonus on their saves to avoid the additional effect. Slayer - Those damaged by the weapon receive a +4 bonus on their saves to avoid the additional effect.

Immune: No effect, although the weapon still forms if the user lacks one, and it is still a [Force] ability.

Augment (+1 level): The weapon improved its critical multiplier and critical threat range by 1 point each.