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

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(Created page with '''Go back to Reese's Campaign page.'' ''Go back to Magic Item Properties page.'' ''Go back to Magic Properties - Melee Weapons page.'' === Corrosive === * '…')
 
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=== Corrosive ===
=== Spell Storing ===
* '''Price:''' +1 bonus
* '''Price:''' +1 bonus
* '''Aura''' strong evocation; '''CL''' 12th; '''Weight''' —
* '''Aura''' strong evocation; '''CL''' 12th; '''Weight''' —

Revision as of 05:13, 20 November 2013

Go back to Reese's Campaign page.

Go back to Magic Item Properties page.

Go back to Magic Properties - Melee Weapons page.


Spell Storing

  • Price: +1 bonus
  • Aura strong evocation; CL 12th; Weight

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.

  • Craft Magic Arms and Armor, creator must be a spell caster of at least 12th level and able to cast third level spells; Cost +1 bonus