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Holy Might

Level 6 priest spell · Alteration

Sphere
All, Creation
Range
Touch
Components
V, S, M
Casting time
9
Duration
Permanent
Area of effect
1 item no larger in volume than twice the caster's body volume
Saving throw
None

This spell strengthens inorganic substances so they do not rot or age. The caster touches one item, which can be crafted of any number of inorganic substances joined together but must not be larger in total volume than twice the caster's body, and holy might takes effect. Organic substances, such as glues, can be present in the object, but if they make up more than a tenth of its total volume, the spell fails. Any fractures or weaknesses existing in the item are purged, so that it is whole, looks like new and is free of blemishes. In addition, fragile substances are hardened, and hard substances made more resilient; an item treated with holy might gains a bonus of +6 on all item saving throws vs. acid, crushing blow, disintegration, fall, normal fire, and cold.

The material components of this spell are a whole and unflawed ruby, emerald, or sapphire of not less than 3,000 gp value, a sliver or chunk of duskwood of the same size or larger than the diamond, a piece of chitin of about the same size from a beholder, ankheg, or bulette, a piece of obsidian of any size, and a black dragon acid.

Notes: Rare spell from the Forgotten Realms setting, recorded by Volo.

Sources

This spell on the AD&D 2nd Edition Wiki