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

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{{Magic Property
{{Magic Property
<!-- Enchantable On:-->
| Melee Weapons = Y
| Ranged Weapons =
| Implements =
| Armor =
| Shields =
| Limitations =
<!-- e.g. "bludgeoning only"-->


| PlusCost=<onlyinclude>{{#ifeq:{{{transcludesection|PlusCost}}}
| PlusCost=<onlyinclude>{{#ifeq:{{{transcludesection|PlusCost}}}
| PlusCost|1
| PlusCost|+1
}}</onlyinclude>
}}</onlyinclude>


| Aura=<onlyinclude>{{#ifeq:{{{transcludesection|Aura}}}
| Aura|strong evocation
}}</onlyinclude>


| CL=<onlyinclude>{{#ifeq:{{{transcludesection|CL}}}
| Description=<onlyinclude>{{#ifeq:{{{transcludesection|Description}}}
| CL|12th
| 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.  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 (i.e. require a to-hit roll), and the stored spell only ever affects a single target, regardless of whether the spell that is stored is capable of hitting more than one target.
}}</onlyinclude>


| Weight = -
Once the stored spell has been cast from the weapon, 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 (i.e., targeted).  Once recharged, the spell persists in the weapon until it is cast by the wielder.


| IsEpic =
The weapon magically imparts to the owner the name of the spell currently stored within it, when the item is wielded.
}}</onlyinclude>


| 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.)
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.)
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.
A spell storing weapon 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>
| Components = must be a 12th level spell caster and able to cast 3rd level spells


}}
}}

Latest revision as of 14:35, 7 June 2019

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. 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 (i.e. require a to-hit roll), and the stored spell only ever affects a single target, regardless of whether the spell that is stored is capable of hitting more than one target.

Once the stored spell has been cast from the weapon, 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 (i.e., targeted). Once recharged, the spell persists in the weapon until it is cast by the wielder.

The weapon magically imparts to the owner the name of the spell currently stored within it, when the item is wielded.

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