Spell Storing (Melee Weapon Magic Property)

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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.