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HOLY

RUNE 11

EVOCATION

GOOD

MAGICAL

Identify Identify Magic (Arcana, Nature, Occultism or Religion) DC 28;

Price 1,400 gp

Usage etched onto a weapon without an unholy rune

Holy weapons command powerful celestial energy. A weapon with this rune deals an extra 1d6 good damage against evil targets. If you are evil, you are enfeebled 2 while carrying or wielding this weapon.

Activate command; Frequency once per day; Trigger You critically succeed at an attack roll against an evil creature with the weapon; Effect You regain HP equal to double the evil creature’s level. This is a good, positive, healing effect.

Craft Requirements You are good.

You can find the following items with holy rune:

holy Items
Item with the runeLevelBulkPriceMagic RunesMagic Activation Effect
Glaive of the artistLOGM 14 2 4,000 gp +2 holy greater striking glaive You furl one of the colored tails around the pole, causing the glaive to gain the effects of your choice of the corrosive, flaming, frost, shocking, or thundering property runes for 1 round, depending on the tail you chose.
Holy avenger 14 1 4,500 gp +2 greater striking holy cold iron longsword You command the sword and point it at a creature you can see.
Radiant lanceLOCG 15 2 5,750 gp +2 greater striking holy flaming silver lance You point the lance at a foe and call out, firing a beam with the effects of a 7th-level searing light.
Celestial peachwood swordBD 17 L 15,000 gp +3 greater striking disrupting holy peachwood shortsword The creature must succeed at a DC 35 Fortitude save or be destroyed.
Torag’s silver anvilLOGM 18 2 24,000 gp +3 holy greater flaming -
The paladinSF-01 20 - Adjust the result of your saving throw up by one degree of success.
SerithtialGG 23 1 +4 major striking holy bastard sword Serithtial spends the appropriate number of actions and casts a 9th level heal or zone of truth spell (DC 45 for either of the two spells).