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Axiomatic Sword
Evocation [Lawful]
Level: Paladin of supreme order 4
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Melee weapon touched
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No
This spell allows you to channel the power of the planes of Law into any melee weapon. The weapon gains a +5 enhancement bonus on attack and damage rolls and an extra 2d6 damage against chaotic opponents. It also emits a magic circle against chaos effect (as the spell). If the magic circle ends, the sword creates a new one on your turn. The spell is automatically canceled 1 round after the weapon leaves your hand. You cannot have more than one axiomatic sword at a time.
If this spell is cast on a magic weapon, the powers of the spell supersede any that the weapon normally has, rendering the normal enhancement bonus and powers of the weapon inoperative for the duration of the spell. This spell is not cumulative with weapon of law or any other spell that might modify the weapon in any way.
This spell does not work on artifacts.
Note: A masterwork weapon’s bonus to attack does not stack with an enhancement bonus to attack.

Weapon of Chaos
Transmutation
Level: Chaos knight 1
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Weapon touched
Duration: 1 min./level
Saving Throw: None
Spell Resistance: No
This transmutation makes a weapon strike true against lawful foes. The weapon is treated as having a +1 enhancement bonus for the purpose of bypassing the damage reduction of lawful creatures or striking lawful incorporeal creatures (though the spell doesn’t grant an actual enhancement bonus). The weapon also becomes chaotic, which means it can bypass the damage reduction of certain creatures. (This effect overrides and suppresses any other alignment the weapon might have.) Individual arrows or bolts can be transmuted, but affected projectile weapons (such as bows) don’t confer the benefit to the projectiles they shoot.
In addition, all critical hit rolls against lawful foes are automatically successful, so every threat is a critical hit. This last effect does not apply to any weapon that already has a magical effect related to critical hits, such as a keen weapon or a vorpal sword.

Weapon of Law
Transmutation
Level: Paladin 1, Paladin of supreme order 1
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Weapon touched
Duration: 1 min./level
Saving Throw: None
Spell Resistance: No
This transmutation makes a weapon strike true against chaotic foes. The weapon is treated as having a +1 enhancement bonus for the purpose of bypassing the damage reduction of chaotic creatures or striking chaotic incorporeal creatures (though the spell doesn’t grant an actual enhancement bonus). The weapon also becomes lawful, which means it can bypass the damage reduction of certain creatures. (This effect overrides and suppresses any other alignment the weapon might have.) Individual arrows or bolts can be transmuted, but affected projectile weapons (such as bows) don’t confer the benefit to the projectiles they shoot.
In addition, all critical hit rolls against chaotic foes are automatically successful, so every threat is a critical hit. This last effect does not apply to any weapon that already has a magical effect related to critical hits, such as a keen weapon or a vorpal sword.


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System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on original material by E. Gary Gygax and Dave Arneson.

"Weapon of Law/Chaos" Copyright 2006, Jim Clunie.

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