StrRef 6 -- Assassin Class Description
1. "recieves " should be "receives"
2. How has
Use Poison feat changed from base game? What documentation?
- Assassin recieves a spellbook and the use poison feat has been changed, see documentation. This replaces their spell-like abilities.
StrRef 10
1. "Fabored" should be "Favored"
Morninglord Spellcasting Class (Fabored Soul)
StrRef 13 -- Stormlord Description
1. Remove the "l" ??
<color=Red><b>PLEASE NOTE(1) CLASS CHANGES! Spell Casting progression is 6 levels instead of the default 10 levels,l and Enhanced Stormlord Weapon is no longer granted </b></color>
StrRef 16
1. Missing apostrophe for possessive on Lathander's.
Lathanders Boon
StrRef 23
1. "themseves" should be "themselves"
Type of Feat: Class
Prerequisite: Morninglord Level 8.
Specifics: At the 8th level, once per day the Morninglord may surround himself with a sphere of power with a radius of 5 feet per class level that forces all concealed creatures in the area to manifest themseves to the Material plane as appropriate. Such creatures may attempt a Will save (DC 10 + 1/2 Morninglords class level + Morninglords Wisdom bonus) to resist this effect. Those who fail suffer the above effects and are prevented from returning to concealment for 1 minute per class level.
Use: Once per day.
StrRef 24
1. Missing apostrophe for possessive on Lathander's.
Type of Feat: Class.
Prerequisite: Morninglord Level 5.
Specifics: The Morninglord devotion to Lathander and dedication to the teachings of the Lord has helped him to establish a certain supernatural links to Fatal Touch, Lathanders powerful Mace.
...
StrRef 32 -- Tanarukk Description
1. "Tanarukka" should be "Tanarukks"
...
The Tanarukka originated as orc-demon crossbreeds in the region around Hellgate Keep. However, years of dwelling on Faerun has led to their being regarded as a separate species, rather than simply as tieflings. They're nasty, brutish and not terribly blessed with intelligence; they are, however, extremely dangerous fighters. They can often be found acting as muscle for cambions and other fiendish creatures.
...
StrRef 50 -- Snow Leopard Description
1. "leapords" should be "leopards"
2. Second "leapords" should be "leopard's"
3. Last line is awkward, suggest a reword to "Their speed tops out at 150%."
Snow leopards show several adaptations for living in a cold mountainous environment. Their bodies are stocky, their fur is thick, and their ears are small and rounded, all of which help to minimize heat loss.
Snow leapords are average to above average in combat, and are very fast creatures.
As a snow leapords level increases, their movement rate will increase.
Their speed tops out as they level up at 150%.
StrRef 98 -- Glass Doppelganger Description
1. "nuber" should be "number"
...
The summoned creature has vulnerability 50% to sonic damage. The glass copy is allied with the caster, but not under direct control, acting as a summoned animal or a henchman. Creatures with more hit dice than 15+ 2 * number of spell focus feats are deleveled to that nuber of hit dice. Copied creatures have no memorized spells.
StrRef 101 -- Fury Domain Description
1. "modifer" should be "modifier"
2. Spell List is incorrect, per "domains.2da" it should be "<i>Enlarge Person (1), Rage (3), Shout (4), Song of Discord (5), Warcry (6), Greater Shout (8)</i>."
Clerics who take the Fury domain can summon the power of their deity to become engines of destruction. They also gain access to spells that improve their battle prowess.
<b>Domain Special Ability and Bonus Spells</b>
- Battle Master: Once per day, the cleric may gain a +1 bonus, plus 1 per five levels, to Dexterity, Constitution, attack rolls, and damage. The cleric also gains damage reduction equal to twice this amount. Like the barbarian's class ability, this DR is not overcome by any material or magic. The effect lasts for 5 rounds + the cleric's Charisma modifer.
- The cleric gains access to the following spells at the specified spell level: <i>enlarge person(1), Battle Cry (6)</i>.
StrRef 104 -- Shadowdancer PRC qualification feat description
1. "benefites" should be "benefits"
You Qualify to take the Shadowdancer PRC based on having a base dexterity of 19 of higher.
This feat provides no other benefites.
StrRef 105 -- Druid Class Description
1. What is "shortspear"? It is not
listed as a weapon on bgtscc.
2. "Seach" should be "Search"
...
- <b>Weapon Proficiencies:</b> Druids are proficient with the following weapons: club, dagger, dart, quarterstaff, scimitar, sickle, shortspear, sling, and spear. They are also proficient with all natural attacks (claw, bite, and so forth) of any form they assume with wild shape.
...
- <b>Nature Sense:</b> A druid gains a +2 bonus to Survival and a +2 bonus to Seach and Spot while in wilderness areas.
...
StrRef 106 -- Monk Class Description
1. "gains gains" should be "gains" (duplicate word)
- <b>Purity of Body:</b> At 5th level, a monk gains gains immunity to all diseases.
StrRef 107 -- Cleric Class Description
1. "Strenght" should be "Strength"
2. Note: the deities and domains are not accurate in the long listing at end of Cleric. Did not cross reference them all. Perhaps delete this info from here?
...
Garagos:
Domains: Chaos, Destruction, Strenght, War
...
StrRef 154 -- Use Poison Description
1. "duation" should be "duration"
Weapon Applied Poison: Baldurs gate has changed the default poison weapon setup. Default duration was changed from 3 to 4 rounds. If you have the "Use Poison" feat, the duation is 10 rounds, and it lasts 3 hits instead of 1 hit.
StrRef 181, StrRef 182, StrRef 183
1. "Doomguide" should say "Morninglord of Lathander"
...
<b>Cap with a value equal to the highest class level you have that provides turn undead (Cleric, Paladin, Warpriest, Doomguide, and Blackguard). If you have 10 or more levels, you get the full value with no caps. Levels taken between the five classes do not stack towards the 10 level limit, you must have all 10 levels in one of the five classes.</b>
StrRef 187 -- Rainbow Beam Description
1. "Rainbox" in note should say "Rainbow"
...
NOTE: Rainbox beam also works with Pierce Cold for the cold damage.
StrRef 217 -- Spirit Shaman Description
1. "compaion" should be "companion"
...
<color=PURPLE>At 4th level a Spirit Shaman can take the Telthor companion feat and gain an animal compaion</color>
...
StrRef 219 -- Red Wizard Description
1. "aquires" should be "acquires"
2. "Recieves" should be "Receives"
...
- <b>Circle Magic</b> At 3rd level the Red Wizard is able to join in a ritual of Circle magic with a senior Red Wizard, empowering the leader's spells. At 10th level he becomes a senior Red wizard himself and aquiresthe ability to lead ritual Circles. A Circle may be any number of Red Wizards.
...
- Recieves the custom feat Circle Magic at Level 1.
...
StrRef 375 -- Epic Spell Hellball Description
1. "CHange" should be "Change"
2. "Eldrich" should be "Eldritch"
...
<color=Red> BG CHange </color> This feat gets 3 uses per day. 120 second cooldown.
Classes: Druid, Wizard, Sorcerer, Spirit Shaman, Warlock, Arcane Scholar of Candlekeep, Arcane Trickster, Eldrich Knight, Pale Master, Red Wizard, Stormlord
...
StrRef 386 -- Shocking Grasp Description
1. "Electricty" should be "Electricity"
Innate Level: 1
School: Evocation
Descriptor(s): Electricty
...
StrRef 391 -- Orb of Electricity, Lesser Description
1. "electricty" should be "electricity"
An orb of electrictyabout 2 inches across shoots from your palm at its target, dealing 1d8 points of electricity damage. You must succeed on a ranged touch attack to hit your target. For every two caster levels beyond 1st, your orb deals an additional 1d8 points of damage: 2d8 at 3rd level, 3d8 at 5th level, 4d8 at 7th level, 5d8 at 9th level, 6d8 at 11th level, 7d8 at 13th level, 8d8 at 15th level, and the maximum of 9d8 at 17th level or higher.
StrRef 401 -- Crossbow Sniper, Mastery
1. "Attackc" should be "Attack"
Prerequisites: Crossbow Sniper, Base Attackc Bonus +4
...
StrRef 445 -- Greater Restoration Description
1. "incuding" should be "including"
...
Greater Restoration removes most temporary and all permanent negative effects from the target character, incuding level drain. It does not remove negative mental effects or the effects of reduced movement speed. It also heals the target creature for 150 hit points of damage
...
StrRef 551 -- Counterspelling Description
1. "elligble" should be "eligible"
<color=RED>This is a free feat since it is a base action, your character will receive it for free if elligble!</color>
...
StRef 559 -- Commune with Nature Description
1. "minuter" should be "minute"
2. "artifical" should be "artificial"
...
Duration: 1 minuter / level
...
This effect is lost upon entering an artifical area such as a densely packed city or dungeon but returns when the caster enters a natural area once more. (+8 survival skill)
StrRef 706
1. "tha" should be "that"
Wild Wood: The rare saelas tree (saelas is an Elven word tha translates as 'wildwood' in Common) produces wood with a peculiar set of qualities. Not only is it extraordinarily flexible for days after harvesting, but items crafted of wildwood regrow after being damaged. It is prized by druids, who can wear it without sacrificing their class abilities. Wildwood armor provides 1 less point of armor bonus than ordinary armor of the same sort. However, the armor's maximum Dexterity is increased by 1, its armor check penalty is reduced by 1 (minimum 0), and its arcane spell failure chance is reduced by 5%. Armor made from wildwood weighs 3/4 as much as the same item made from metal.
StrRef 720
1. "macimum" should be "maximum"
Gold: While most people use gold as a currency, expert craftsmen know of its alchemical properties. When refined and treated, gold can be made harder than steel. Armor made from treated gold grants acid and fire resistance 2. Gold armors are one category heavier than normal for purposes of movement and other limitations (for example, whether a barbarian can use his fast movement ability while wearing the armor or not.) Light armors are treated as medium, and medium and heavy armors are treated as heavy. Spell failure chances for armor and shields made from gold are increased 10%, macimum dexterity is decreased by 2 (which may not bring it below 0), and armor check penalties are increased by 3. Gold armor is treated as a masterwork version in terms of the amount of AC it provides.
StrRef 730
1. "it's" should be "its"
2. "hategory" should be "category"
Platinum: This silvery-white metal superficially resembles aluminum but is extremely heavy. Because it is so malleable in its original state, it must be chemically altered to the rigidity of steel or it won't be able to maintain it's shape in combat and flap around like a rubber sword. The following information refers to treated platinum. Armor made from treated platinum grants cold and sonic resistance 2. Platinum armors are one hategory heavier than normal for purposes of movement. Spell failure chances for armor and shields made from platinum are increased by 10%, the max Dex is decreased by 2 (which may not bring it below 0), and armor check penalties are increased by 3.
StrRef 753
1. "civlized" should be "civilized"
Bronze: Bronze is a metal alloy consisting primarily of copper, usually with tin as the main additive. In the time before iron was known it was the primary metal alloy used in weapons and armors. While versatile bronze it is not as strong as Iron and usually lighter due to additives. (-1 Armor bonus for armor and shields but reduced weight) Primitive humanoids are known to still make active use of this metal for arms and armor crafting, civlized races no longer use the material for military purposes although ceremonial items continue to be produced and traded. Weapons gain 10% weight reduction and 1 damage penalty.
StrRef 769 -- Archmage Class Description
1. "deepend" should be "deepened"
2. "sacrficed" should be "sacrificed" (2 counts)
...
<b>High Arcana: Mastery of Shaping</b>
Specifics: At the cost of one 6th level spell you gain the ability to shape your spells in such a manner that they only harm hostile creatures. Your understanding of magic has deepend to the point where you can use this ability at will. If no sacrificed spell slot is available the ability cannot be used. Spell slots are sacrificed the first time the feat is used after resting and must contain a memorized spell.
Use: On / Off
<b>High Arcana: Mastery of the Elements</b>
Specifics: At the cost of one 8th level spell you gain the ability convert spells from one element into another. This ability can be used at will. If no sacrficed spell slot is available the ability cannot be used. Spell slots are sacrificed the first time the feat is used after resting and must contain a memorized spell.
Use: On / Off
<b>High Arcana: Arcane Fire</b>
Specifics: At the cost of one 9th level spell you gain the ability convert spells of any level into Arcane Fire. This ability can be used at will. Arcane fire requires a ranged touch attack to hit and does 1d8 magic damage for every level of the spell converted and an additional 1d8 magic damage for every Archmage level. If no sacrficed spell slot is available the ability cannot be used. Spell slots are sacrificed the first time the feat is used after resting and must contain a memorized spell. Arcane Fire can critical hit.
Use: On / Off
...
StrRef 781 -- Archmage feat description
1. "deepend" should be "deepened"
Type of Feat: Class Related
Prerequisites: Archmage, 6th level spells
Specifics: At the cost of one 6th level spell you gain the ability to shape your spells in such a manner that they only harm hostile creatures. Your understanding of magic has deepend to the point where you can use this ability at will. If no sacrificed spell slot is available the ability cannot be used. Spell slots are sacrificed the first time the feat is used after resting and must contain a memorized spell.
Use: On / Off
StrRef 783 -- Archmage feat description
1. "sacrficed" should be "sacrificed"
Type of Feat: Class Related
Prerequisites: Archmage, 8th level spells
Specifics: At the cost of one 8th level spell you gain the ability convert spells from one element into another. This ability can be used at will. If no sacrficed spell slot is available the ability cannot be used. Spell slots are sacrificed the first time the feat is used after resting and must contain a memorized spell.
Use: On / Off
StrRef 791 -- Archmage feat description
1. "sacrficed" should be "sacrificed"
Type of Feat: Class Related
Prerequisites: Archmage, 9th level spells
Specifics: At the cost of one 9th level spell you gain the ability convert spells of any level into Arcane Fire. This ability can be used at will. Arcane fire requires a ranged touch attack to hit and does 1d8 magic damage for every level of the spell converted and an additional 1d8 magic damage for every Archmage level. If no sacrficed spell slot is available the ability cannot be used. Spell slots are sacrificed the first time the feat is used after resting and must contain a memorized spell. Arcane Fire can critical hit.
Use: On / Off
StrRef 794 -- Beckon the Frozen Description
1. "Glass Doppleganger" should be "Glass Doppelganger"
...
Spells affected: Gate, Summon Creature / Animal series, Animate Dead, Create Undead, Planar Binding series, Glass Doppleganger, Shadow Simulacrum, Simulacrum. Creatures summoned through Greater Gate are unique individuals too powerful to be affected.
StrRef 796 -- Archmage feat description
1. "sacrficed" should be "sacrificed"
Type of Feat: Class Related
Prerequisites: Archmage, 3rd level spells
Specifics: At the cost of a 3rd level spell you gain the spell-like ability to cast Dispel four times a day. If no sacrficed spell slot is available the ability cannot be used. Spell slots are sacrificed after resting and must contain a memorized spell.
Use: Selected
StrRef 798 -- Archmage feat description
1. "sacrficed" should be "sacrificed"
Type of Feat: Class Related
Prerequisites: Archmage, 4th level spells
Specifics: At the cost of a 4th level spell you gain the spell-like ability to cast Dismissal three times a day. If no sacrficed spell slot is available the ability cannot be used. Spell slots are sacrificed after resting and must contain a memorized spell.
Use: Selected
StrRef 800-- Archmage feat description
1. "sacrficed" should be "sacrificed"
Type of Feat: Class Related
Prerequisites: Archmage, 6th level spells
Specifics: At the cost of a 6th level spell you gain the spell-like ability to cast Chain Lightning three times a day. If no sacrficed spell slot is available the ability cannot be used. Spell slots are sacrificed after resting and must contain a memorized spell.
Use: Selected
StrRef 802-- Archmage feat description
1. "sacrficed" should be "sacrificed"
Type of Feat: Class Related
Prerequisites: Archmage, 4th level spells
Specifics: At the cost of a 4th level spell you gain the spell-like ability to cast Enervation three times a day. If no sacrficed spell slot is available the ability cannot be used. Spell slots are sacrificed after resting and must contain a memorized spell.
Use: Selected
StrRef 803, 806, 808, 810, 812, 816, 818, 820, 822, 824, 826, 828, 830, 832, 834, 836, 838, 840, 842 -- Archmage feats
1. Similar to above, all of these Archmage feats have the issue: "sacrficed" should be "sacrificed"
StrRef 854
1. "magicly" should be "magically"
Shadowsilk: Shadowsilk is cloth made out of magicly woven shadowstuff and is valued highly by rogues and those who would rather not be detected. Shadowsilk's primary benefit is that anyone wearing it can hide in plain sight in any lighting condition except real daylight. (or a daylight spell).
StrRef 889 -- Epic Counterspelling Description
1. "Iniative" should be "Initiative"
Prerequisites: Reactive Counterspell, Improved Iniative, 30 ranks in Spellcraft
Specifics: Any number of times per round, you can counterspell an opponent's spell even if you have not readied an action to do so. Such a counterspell doesn't count against your later actions for the round.
Use: Automatic
StrRef 889 -- Reactive Counterspelling Description
1. "Iniative" should be "Initiative"
Type of Feat: Spellcasting
Prerequisites: Improved Counterspell, Improved Iniative
Specifics: Once per round, you can counterspell an opponent's spell even if you have not readied an action to do so. This counterspell action takes the place of your next turn.
Use: Automatic
StrRef 912 -- Archmage eligibility feat description
1. "practicioners" should be "practitioners"
2. "elligble" should be "eligible"
Archmage, Archmagi, or Archmagus. Your character has reached a point in his career as a mage where this title is bestowed upon him by other practicioners of the Art. You are now elligble to take the Archmage prestige class.
920 -- Tongues Description
1. "aquire" should be "acquire" (2 counts)
...
Through divination you grasp the target's native tongue and aquire the ability to speak it. This spell has no effect if you already know how to speak in the target's native tongue. Native tongues are racial languages but do not include dialects, for humans the native language is "common". For example when cast on a Dwarf the caster would temporarily aquire the Dwarven tongue.
924 -- Cavestalker Description
1. "Underdarks" should be "Underdark's"
2. "cavestalkerclass" should be "cavestalker class"
3. "fi nd" should be "find"
4. "posses" should be "possess"
5. "based of both" should be "based on both"
6. "camoufl age" should be "camouflage"
...
The Underdarks most dangerous predators are not its horrific monstrosities, crawling and festering in the darkest of grottoes.
...
Rangers and druids are natural candidates for the cavestalkerclass.
...
Other classes might enjoy the benefits of becoming a cavestalker, but would likely fi nd meeting the requirements to be prohibitive.
...
<color=RED></b>Special:</b></color> The candidate must posses darkvision
...
Specifics: You transform into a phase spider. As you grow in power you vermin shape also increases, gaining 4 strength, 3 constitution and dexterity every 4 levels.(lowest is 10,10,10) Growth progressions at level 6 and is based of both your Druid and Cavestalker levels even if no spell progression was gained at the relevant Cavestalker levels. This ability consumes one wild shape and uses the amount wildshapes you have per day.
...
<b>Underdark Affinity</b>
Type of Feat: Class Ability
Prerequisites: Cavestalker 2nd level,
Specifics: Your adaptation to the Underdark allows you to use your nature-themed class abilities in natural subterranean surroundings as well. These include the druid and ranger abilities of camoufl age, hide in plain sight, trackless step, and woodland stride.
...
StrRef 928 -- Man-at-Arms Description
1. "progresision" should be "progression"
2. What is "chall"?
...
- <b>Spells per Day/Spells Known:</b> The man-at-arms does not have spell progresision and does not have a spell book.
...
Like a chall, this is a general challenge to all foes within 100 feet.
StrRef 932 -- Blood Magus Description
1. "diciples" should be "disciples"
2. "civilzed" should be "civilized" (2 counts)
3. "it's" should be "its"
...
In civilized areas the use of such magic is frowned upon and considered barbaric as well as dangerous because of the harm its diciples often inflict upon others to fuel their horrid spells and rituals.
...
Practicing any sort of visible Blood Magic means consenting to be killed on sight by other players and civilzed NPCs regardless of their heritage or alignment. It does not give licence to kill others however, the Blood Magus must still observe the PvP rules.
...
Specifics: The Blood Magus can imbue his spells with the ability to draw blood from their targets. To use this ability, a Blood Magus must inflict a wound upon himself; this is a free action that deals 3 points of damage to the Blood Magus and becomes a normal part of casting the spell. Damage reduction doesn't apply. A bloodseeking spell fuels itself on the blood of it's target increasing the casterlevel by 2. This ability is positively reviled throughout civlized lands because it is almost always associated with the ritual sacrifice of unwilling victims.
...
StrRef 956 -- Blood Magus Feat Description
1. "Mague" should be "Magus"
2. "it's" should be "its"
3. "civlized" should be "civilized"
Type of Feat: Class Ability
Prerequisites: Blood Magus 6th level
Specifics: The Blood Mague can imbue his spells with the ability to draw blood from their targets. To use this ability, a blood magus must inflict a wound upon himself; this is a free action that deals 3 points of damage to the blood magus and becomes a normal part of casting the spell. Damage reduction doesn't apply. A bloodseeking spell fuels itself on the blood of it's target increasing the casterlevel by 2. This ability is positively reviled throughout civlized lands because it is almost always associated with the ritual sacrifice of unwilling victims. Orcs and other monstrous races are known to practice such profane forms of magic but power crazed cabals are not unheard of in human domains either. Bloodseeking spells are an easy way to gain power but they start the Blood Magus down a path of profane corruption. Use of this ability marks the Blood Magus as having consented to be killed on sight by civilized races of any alignment.
StrRef 966 -- Cavestalker Feat Description
1. "camoufl age" should be "camouflage"
...
Specifics: Your adaptation to the Underdark allows you to use your nature-themed class abilities in natural subterranean surroundings as well. These include the druid and ranger abilities of camoufl age, hide in plain sight, trackless step, and woodland stride.
...
StrRef 970 -- Man-at-Arms Feat Description
1. "refrences" should be "references"
Type of Feat: Class Ability
Prerequisites: Man-at-Arms 1st level,
Specifics: This feat allows you specify the text that your character says when (s)he uses a challenge. Customizing the text adds roleplay value, ideas can be to include refrences to your character's history, accomplishments or even deity.
Use: Selected
StrRef 974 -- Man-at-arms Feat Description
1. "fear.As" should be "fear. As"
...
You become immune to fear.As a swift action...
StrRef 988 -- Cavestalker Feat Description
1. "Its" should be "It's"
Type of Feat: Class Ability
Prerequisites: Underdark Affinity and Wildshape
Specifics: You transform into a phase spider. As you grow in power your vermin shape also increases, gaining 3 strength, 3 constitution and dexterity for every 4 levels.(lowest is 13,10,10) Growth progresses at level 6 and ends at level 22. Its based of both your Druid and Cavestalker levels even if no spell progression was gained at the relevant Cavestalker levels. This ability consumes one wild shape and uses the amount wildshapes you have per day.
Use: Selected
StrRef 996 -- Order of the Bow Initiate Description
1. "Bonust" should be "Bonus"
2. "Fortitiude" should be "Fortitude"
3. "succesfull" should be "successful"
...
<b>Base Attack Bonust:</b> +5
...
- <b>High Saves:</b> Fortitiude, Reflex
...
Specifics: You mark your target and take a concentration check every round before your attack, but you limit yourself to half of your normal attacks. If succesfull you gain an extra +2 precision damage and an additional +2 attack bonus vs the target.
...
StrRef 1006 -- Order of the Bow Initiate Feat Description
1. "succesfull" should be "successful"
Type of Feat: Class Ability
Prerequisites: Order of the Bow Initiate level 6
Specifics: You mark your target and take a concentration check every round before your attack, but you limit yourself to half of your normal attacks. If succesfull...
StrRef 1010
1. "abiliy" should be "ability"
2. "posses" should be "possess"
Type of Feat: Class Ability
Prerequisites: OOBI 10 or Crossbow Sniper
Specifics: You can perform sneak attacks up to 60 feet with a ranged weapon. If you have manyshot you can specify whether or not to use it. Any precision damage abiliy you posses also applies. This feat is automatically given if you have the Crossbow Sniper feat.
Use: Selected
StrRef 1028 -- Whirlwind (spell) Description
1. "knockedown" should be "knocked down"
2. "supressed" should be "suppressed"
3. "it's" should be "its" (2 counts)
...
Any Large or smaller creature that comes in contact with the spell effect must succeed on a Reflex save or take 3d6 points of damage. A Medium or smaller creature that fails its first save must succeed on a second one or be knockedown by the force of the cyclone, taking 1d8 points of damage each round. A reflex check is made every round while the storm lingers near the supressed creature. The Whirlwind has 10 base strength and receives +1 for every two casterlevels, raising it's base damage by it's strength modifier. (Reflex DC: 11 + 60% of casterlevel)
...
StrRef 1055 -- Command Spiritual Weapon Description
1. "Spritual" should be "Spiritual"
Type of Feat: Spellcasting
Prerequisites: Cast Spritual Weapon
Specifics: You can direct your Spiritual Weapon across the battlefield.
Use: Selected