A weapon made of pure force springs into existence and attacks opponents at a distance, as you direct it, dealing 1d8 force
damage per hit, +1 point per three
caster levels (maximum +5 at 15th
level). The weapon takes the shape of a weapon favored by your deity or a weapon with some spiritual significance or symbolism to you (see below) and has the same threat
range and critical multipliers as a real weapon of its form. It strikes the opponent you designate, starting with one attack in the round the spell is cast and continuing each round thereafter on your turn. It uses your base
attack bonus (possibly allowing it multiple attacks per round in subsequent rounds) plus your Wisdom modifier as its
attack bonus. It strikes as a spell, not as a weapon, so, for example, it can
damage creatures that have
damage reduction. As a force
effect, it can strike incorporeal creatures without the normal miss chance associated with
incorporeality. The weapon always strikes from your direction. It does not get a
flanking bonus or help a combatant get one. Your feats or combat actions do not affect the weapon. If the weapon goes beyond the
spell range, if it goes out of your sight, or if you are not directing it, the weapon returns to you and hovers.
Each round after the first, you can use a
move action to redirect the weapon to a new target. If you do not, the weapon continues to attack the previous round's target. On any round that the weapon switches targets, it gets one attack. Subsequent rounds of attacking that target allow the weapon to make multiple attacks if your base
attack bonus would allow it to. Even if the
spiritual weapon is a ranged weapon, use the spell's
range, not the weapon's normal
range increment, and switching targets still is a
move action.
A
spiritual weapon cannot be attacked or harmed by physical attacks, but
dispel magic,
disintegrate, a
sphere of annihilation, or a
rod of cancellation affects it. A
spiritual weapon's AC against touch attacks is 12 (10 + size bonus for Tiny object).
The weapon that you get is often a force replica of your deity's own personal weapon. A
cleric without a deity gets a weapon based on his
alignment. A neutral
cleric without a deity can create a
spiritual weapon of any
alignment, provided he is acting at least generally in accord with that
alignment at the time. The weapons associated with each
alignment are as follows.