Casting Time 1 Standard Action.
Schools: Conjuration [Holy]
EFFECT
Range medium (100 ft. + 10 ft./level)
Effect javelin of divine energy
Duration 1 round + 1 round/4 levels
Saving Throw none; Spell Resistance yes
Base MP cost: 5
DESCRIPTION
You create a shimmering javelin of holy energy to hurl at an enemy as a ranged touched attack. The javelin deals 1d6 points of holy damage to an creature on a successful attack;
As a move action, the creature (or another adjacent creature) can attempt to pull the javelin out (causing it to immediately disappear) with a DC 13 Strength check.
The holy javelin glows like a torch, and this light clearly indicates the impaled creature’s location, even if it turns invisible. Since this light is not a light effect, just the glow of a conjured javelin, darkness spells always suppress it, even if they are lower level.
The Javelin stays impaled for 3 rounds.
Active Augment: The White Mage can spend 1 MP to increase the duration by 1 round, and the DC by 1, to maximum of DC 20 and 10 rounds (7 extra MP maximum)
Passive Augment: Holy Ballista (10 MP) - The damage dice use increases to 1d8, and the DC increases by 5 (This applies after the limit imposed by Active Augment)





