New weapon special abilities- Spell Aim & Spell Channeling

FoxWander

Adventurer
I've been thinking of ways to combine spell-casting and archery/crossbowery (what IS the equivalent word for crossbow use?). I know there's the Arcane Archer PrC but that has the annoying side effect of stopping your spell-caster progression. I think the effect I'm trying to achieve could be achieved via magic items, specifically magic weapon special abilities. Please tell me your thoughts on the following new special abilities.


Spell Aim
Only ranged weapons can have the spell aiming ability. A spell aiming weapon applies it's enhancement bonus to any ranged attack spell cast while wielding it. In addition, wielding the weapon in this manner does not interfere with the somatic or material components of the spell being cast, though the spell-caster must have the appropriate material components on his person.
Moderate divination; CL 6th; Craft Magic Arms and Armor, targeting ray (Spell Compendium, pg. 219); Price +1 bonus.


Spell Channeling
A spell channeling weapon allows the wielder to cast a spell through the weapon. Casting the channeled spell has the same casting time and action as normal for the spell, but thereafter the spell is held within the weapon. The spell is discharged into the next target successfully attacked with the weapon. Discharging the spell can be resolved as either a touch or a melee attack- a touch attack discharges only the spell while a melee attack does the weapon's normal damage/effect in addition to the spells effect. Regardless of the spell's normal area or effect, a channeled spell affects only the target hit with the weapon. The channeled spell can be held within the weapon as per touch spells and 'holding the charge'.
Strong evocation (plus aura of channeled spell, if applicable); CL 12th; Craft Magic Arms and Armor, creator must be a caster of at least 12th level; Price +1 bonus.
 

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Those both seem perfectly reasonable to me, although I see no real reason to limit the Spell Aim ability to Ranged weapons. (IMO, it seems fairly silly on a Sling, but completely appropriate on a Staff)
 

Hmm, 74 views and only one comment. That doesn't seem right. Anyone else have an opinion? Does the price seem about right for the effect? Should/could either or both of them just be an additional cost to a magic weapon, rather than a +1 bonus"? Because I had also considered making Spell Aim +2,000 gp and Spell Channeling +3,500 gp.

To answer the one comment- Pyrex, you're right. I don't see any reason Spell Aim should be limited to ranged weapons. It would make perfect sense on a wizard's staff.
 

FoxWander said:
I've been thinking of ways to combine spell-casting and archery/crossbowery (what IS the equivalent word for crossbow use?). I know there's the Arcane Archer PrC but that has the annoying side effect of stopping your spell-caster progression. I think the effect I'm trying to achieve could be achieved via magic items, specifically magic weapon special abilities. Please tell me your thoughts on the following new special abilities.


Spell Aim
Only ranged weapons can have the spell aiming ability. A spell aiming weapon applies it's enhancement bonus to any ranged attack spell cast while wielding it. In addition, wielding the weapon in this manner does not interfere with the somatic or material components of the spell being cast, though the spell-caster must have the appropriate material components on his person.
Moderate divination; CL 6th; Craft Magic Arms and Armor, targeting ray (Spell Compendium, pg. 219); Price +1 bonus.


Spell Channeling
A spell channeling weapon allows the wielder to cast a spell through the weapon. Casting the channeled spell has the same casting time and action as normal for the spell, but thereafter the spell is held within the weapon. The spell is discharged into the next target successfully attacked with the weapon. Discharging the spell can be resolved as either a touch or a melee attack- a touch attack discharges only the spell while a melee attack does the weapon's normal damage/effect in addition to the spells effect. Regardless of the spell's normal area or effect, a channeled spell affects only the target hit with the weapon. The channeled spell can be held within the weapon as per touch spells and 'holding the charge'.
Strong evocation (plus aura of channeled spell, if applicable); CL 12th; Craft Magic Arms and Armor, creator must be a caster of at least 12th level; Price +1 bonus.

Well, Spell Channeling sounds like a better version than Spell Storing, well, really, it just sounds like a different version of Spell Storing. Instead of being limited to 3rd level spells and deciding when to activate the spell, it's of unlimited level, is the next attack, and can be any sort of spell, not just targeted spells.

See how people would decide between Spell Storing and Spell Channeling. If they choose SC over SS most of the time, up the modifier to +2, otherwise it seems fairly fine, except that the wording is a bit odd. Compare it to the wording of Spell Storing, and you're understand what I mean.

As for Spell Aim, well, as it is, I probably wouldn't use it. If it let me use the weapon's range for the spell's range, and instead relied on a regular attack roll rather than a touch attack roll, using the weapon's normal attack bonuses, I'd use it.
 

FoxWander said:
Spell Aim
Only ranged weapons can have the spell aiming ability. A spell aiming weapon applies it's enhancement bonus to any ranged attack spell cast while wielding it. In addition, wielding the weapon in this manner does not interfere with the somatic or material components of the spell being cast, though the spell-caster must have the appropriate material components on his person.
Moderate divination; CL 6th; Craft Magic Arms and Armor, targeting ray (Spell Compendium, pg. 219); Price +1 bonus.


Spell Channeling
A spell channeling weapon allows the wielder to cast a spell through the weapon. Casting the channeled spell has the same casting time and action as normal for the spell, but thereafter the spell is held within the weapon. The spell is discharged into the next target successfully attacked with the weapon. Discharging the spell can be resolved as either a touch or a melee attack- a touch attack discharges only the spell while a melee attack does the weapon's normal damage/effect in addition to the spells effect. Regardless of the spell's normal area or effect, a channeled spell affects only the target hit with the weapon. The channeled spell can be held within the weapon as per touch spells and 'holding the charge'.
Strong evocation (plus aura of channeled spell, if applicable); CL 12th; Craft Magic Arms and Armor, creator must be a caster of at least 12th level; Price +1 bonus.

What is the purpose of these?

Use the bow's range rather than the spell range?
Allowing to pass the weapon with spell to another character?
Getting a bonus to attack roll?
 

nobodez said:
Well, Spell Channeling sounds like a better version than Spell Storing, well, really, it just sounds like a different version of Spell Storing. Instead of being limited to 3rd level spells and deciding when to activate the spell, it's of unlimited level, is the next attack, and can be any sort of spell, not just targeted spells.

*starts to comment*

*rereads Spell Channeling*

Hrm. It's not well worded, but it seems clear to me that the intent of Spell Channeling is to allow a caster to deliver a Touch range spell with the poke of his spear instead of a slap of his hand. The weapon doesn't actually 'store' the spell in any meaningfull fashion, and is therefore useless to non-casters.
 

Li Shenron said:
What is the purpose of these?

My understanding is that the purpose of Spell Aim is simply to give the caster a bonus on Ranged Touch attack rolls with spells; which seems plenty fair as a +1 bonus since you've also got to crank up the Enhancement bonus on the weapon for it to do any good.

The purpost of Spell Channeling is to let your wizard deliver his Vampiric Touch via a 10' spear while standing behind the fighter.
 

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