Spell Storing (Melee Weapon Magic Property): Difference between revisions

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| Ranged Weapons =  
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| Armor =  
| Armor = Y
| Shields =  
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| Description = A spell storing weapon allows a spellcaster to store a single targeted spell of up to 3rd level in the weapon. (The spell must have a casting time of 1 standard action.)
| Description = A spell storing item allows a spellcaster to store a single spell of up to 3rd level in the item. The spell must have a casting time no greater than 1 standard action. The spell storing property can be enchanted onto armor or a weapon, and grants the following benefit:


Anytime the weapon strikes a creature and the creature takes damage from it, the weapon can immediately cast the spell on that creature as a free action if the wielder desires. (This special ability is an exception to the general rule that casting a spell from an item takes at least as long as casting that spell normally.)
:'''Armor:'''
: Anytime a creature hits the wearer with a melee attack or melee touch attack, the wearer may cast the spell on that creature as a free action if desired. Armor (or a shield) with the spell storing property can only store spells with a range of 'touch'.


Once the spell has been cast from the weapon, a spell caster can cast any other targeted spell of up to 3rd level into it. The weapon magically imparts to the wielder the name of the spell currently stored within it when the weapon is grasped. A randomly rolled spell storing weapon has a 50% chance of having a spell stored in it already. This special ability can only be placed on melee weapons.
:'''Melee Weapon:'''
: Any time the weapon strikes a creature and the creature takes damage from it, the wielder may immediately cast the spell on that creature as a free action, if desired.  Weapons with the spell storing property can only store spells that are targeted.


A spell storing weapon emits a strong aura of the evocation school, plus a secondary aura of the spell currently stored, if any.
Once the stored spell has been cast from the item, it is expended.  In order to use the ability again, a spell caster must cast a new spell of up to 3rd level into it.  The new spell must still meet the requirements for the item type (touch or targeted).  Once recharged, the spell persists in the item until it is cast by the wearer/wielder of the spell storing item.
 
The item magically imparts to the owner the name of the spell currently stored within it, when the item is wielded or worn. A randomly rolled spell storing item has a 50% chance of having a spell stored in it already.
 
A spell storing item emits a strong aura of the evocation school, plus a secondary aura of the spell currently stored, if any.


| ShortDesc=<onlyinclude>{{#ifeq:{{{transcludesection|ShortDesc}}}
| ShortDesc=<onlyinclude>{{#ifeq:{{{transcludesection|ShortDesc}}}
| ShortDesc|Stores a single spell of up to 3rd level in the weapon, which can be used as a swift action.
| ShortDesc|Stores a single spell of up to 3rd level, which can be used as a free action.
}}</onlyinclude>
}}</onlyinclude>



Revision as of 23:53, 20 December 2016

Spell Storing (Melee Weapon Magic Property)

Enchant Cost: 1

A spell storing item allows a spellcaster to store a single spell of up to 3rd level in the item. The spell must have a casting time no greater than 1 standard action. The spell storing property can be enchanted onto armor or a weapon, and grants the following benefit:

Armor:
Anytime a creature hits the wearer with a melee attack or melee touch attack, the wearer may cast the spell on that creature as a free action if desired. Armor (or a shield) with the spell storing property can only store spells with a range of 'touch'.
Melee Weapon:
Any time the weapon strikes a creature and the creature takes damage from it, the wielder may immediately cast the spell on that creature as a free action, if desired. Weapons with the spell storing property can only store spells that are targeted.

Once the stored spell has been cast from the item, it is expended. In order to use the ability again, a spell caster must cast a new spell of up to 3rd level into it. The new spell must still meet the requirements for the item type (touch or targeted). Once recharged, the spell persists in the item until it is cast by the wearer/wielder of the spell storing item.

The item magically imparts to the owner the name of the spell currently stored within it, when the item is wielded or worn. A randomly rolled spell storing item has a 50% chance of having a spell stored in it already.

A spell storing item emits a strong aura of the evocation school, plus a secondary aura of the spell currently stored, if any.

Creation: Creator (Feat), Bailiwick Check (DC 17), a languid remnant (tier 1), and an item symbolic of the enchantment.