Mace of Odo
Mace of Odo is a D&D 3.5 spell (Evocation) from Mag. On class lists for Cleric (Level 3), Cleric Variant (Level 3), Cloistered Cleric (Level 3). Range or area: Personal; Saving throw: Fortitude negates (see text); Duration: 1 round/level; Casting time: 1 full round.
- School
- Evocation
- Casting Time
- 1 full round
- Components
- V, S, DF
- Range
- Personal
- Target
- The caster
- Effect
- Mace of force
- Duration
- 1 round/level
- Saving Throw
- Fortitude negates (see text)
- Spell Resistance
- Yes
You create a glowing mace of force that appears in your hand.
When used against a creature, you must make a melee touch attack against the target.
If it hits, the mace of Odo deals 1d6 points of force damage per caster level (maximum 10d6).
Undead creatures take an additional +1 point of damage per caster level (maximum +10).
A creature struck by the mace must make a Fortitude save or be paralyzed for 1 round.
While you are holding the mace, if you are targeted with a spell, you may choose to have the mace absorb that spell.
The mace occupies your hand but (unlike holding the charge for a touch spell) does not disappear if you cast another spell.
When the mace strikes a creature, is used to absorb a spell, or is removed from your grasp, it vanishes.
The point in space where it vanished from glows as a light spell for the remainder of the duration.