Weapons Against Evil
Source Inner Sea Gods pg. 245 Faiths of Purity pg. 29
School transmutation; Level cleric/oracle 1, inquisitor 1, paladin 1, warpriest 1 (Iomedae)
Casting
Casting Time 1 standard action
Components V, DF
Effect
Range close (25 ft. + 5 ft./2 levels)
Targets one weapon/level, no two of which can be more than 20 ft. apart
Duration 1 round/level
Saving Throw Fortitude negates (harmless, object); Spell Resistance yes (harmless, object)
Description
Each weapon this spell affects each shines with pale light that dimly illuminates a 5-foot square. These weapons also ignore the DR of evil creatures that have DR 5 or lower, as long as the damage reduction is not DR/epic.
Lucky Number
Source Occult Mysteries pg. 50
School transmutation; Level arcanist 1, bard 1, cleric/oracle 1, druid 1, hunter 1, inquisitor 1, paladin 1, red mantis assassin 1, skald 1, sorcerer/wizard 1, summoner 1, summoner (unchained) 1, warpriest 1, witch 1
Casting
Casting Time 1 standard action
Components V, S
Effect
Range touch
Target one willing creature
Duration 24 hours or until discharged
Saving Throw none; Spell Resistance no
Description
You are able to tweak tiny variables affecting a creature’s immediate future in order to grant the target a bit of luck at the right time. Roll a d20; once during the duration of lucky number, when the target creature rolls that result (regardless of what type of dice the target rolls), the creature has the option to either reroll the result or add a +2 luck bonus to the result. The creature must decide to use this ability before the success or failure of the original roll is known. A creature can have only one lucky number at a time. If lucky number is cast on a creature already affected by that spell, the new number replaces the previous one.