Crown of Might

Player's Handbook II (PH2)Updated Supplementals (3.5)

Crown of Might is a D&D 3.5 spell (Transmutation) from PH2. On class lists for Cleric (Level 3), Duskblade (Level 3), Sorcerer (Level 3), and others. Range or area: Touch; Saving throw: Will negates (harmless); Duration: 1 hour/level (D) or until discharged; Casting time: 1 standard action.

School
Transmutation
Casting Time
1 standard action
Components
V, S, F
Range
Touch
Target
One creature
Duration
1 hour/level (D) or until discharged
Saving Throw
Will negates (harmless)
Spell Resistance
Yes (harmless)

A crown of plain copper appears upon the recipient’s head. The crown has a front piece fashioned to resemble a bull’s head.

This spell creates a crown of magical energy that grants the spell’s recipient a +2 enhancement bonus to Strength.

As an immediate action, the creature wearing a crown of might can discharge its magic to gain a +8 enhancement bonus to Strength for 1 round. The spell ends after the wearer uses the crown in this manner.

The crown occupies space on the body as a headband, hat, or helm. If the crown is removed, the spell immediately ends.

Focus: A copper hoop 6 inches in diameter.