This is an article in the continuing series, “Fun with Magic”, where I examine spells from the D20 System Reference Document, which corresponds to spells from the Player’s Handbook v. 3.5. These spells are in almost every campaign and form the foundation of spells used in Yön. Each article demonstrates strengths and weaknesses of a particular spell and some unique applications for each, to the limit of the author’s imagination, such as it is.
Align Weapon
Transmutation [see text]
Level: Clr 2
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target: Weapon touched or fifty projectiles (all of which must be in contact with each other at the time of casting)
Duration: 1 min./level
Saving Throw: Will negates (harmless, object)
Spell Resistance: Yes (harmless, object)
Align weapon makes a weapon good, evil, lawful, or chaotic, as you choose. A weapon that is aligned can bypass the damage reduction of certain creatures. This spell has no effect on a weapon that already has an alignment.
You can’t cast this spell on a natural weapon, such as an unarmed strike.
When you make a weapon good, evil, lawful, or chaotic, align weapon is a good, evil, lawful, or chaotic spell, respectively.
This is one of those spells you don’t need very often, but when you do need it, you really need it. It’s a good idea to stash a few scrolls or even a wand with this spell on it for when you run across those tougher outsiders or undead that have damage reduction bypassed by alignment. Fighters should consider having doses of oil (potion) made with this spell—it's not on the treasure tables in the Dungeon Master’s Guide but it is an allowable use of the Brew Potion feat. Remember, the alignment of the oil has to be selected when it is made, so have a few different ones made.