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Keywords are: 'cleric spell mystic armament projectile'
Spell: mystic armament Mana: 16 Wis: 21 Chr: 17 Lvl 14 Cler (42%)
(helpful) Requires: consecrate armor
Group: Cleric divine conjuration spellgroup
(Can Be Groupcast)
Usage:
cast mystic armament
cast mystic armament <weapon or ammunition>
The primary reason for the development of the mystic armament' spell was
to assist clerics in combat against ghosts. The spell augments solid
melee weapons and ammunition with blunt damage types or the flexible
damage trait (like whips and flails) with magic that allows them to do
full damage to ethereal foes.
Without a target, mystic armament will attempt to latch onto any
ammunition in your inventory. The higher level you are, the more
ammunition you can augment in this fashion.
Exercise caution - magical-type creatures can be healed by weapons
and ammunition affected by this spell.