Spell Analysis: Mace of Odo (MoF)

RJSmalls

First Post
To paraphrase, this spell allows the caster to create a mace comprised of force in his hand. The mace lasts 1 round per caster level. Upon a successful touch attack, the mace delivers 1d6 damage per caster level (more to undead). Furthermore, the creature hit by the mace must make a Fort save or be paralyzed for one turn. An additional capability of the mace is that it may be used by the wielder to absorb one spell, upon which is disappears.

Question 1: Does the target get a Fort save to negate or halve the damage? Is this in an errata? Allowing a touch attack to deliver 1d6/level damage, wherein the caster can just continue to swing until successful up to the spell's duration, seems pretty tough. Why wield anything other than the Mace? A 5th level caster would average 18 pts of damage and would hit much more often than not (since it's a touch attack). Even having to "waste" a round casting it still puts the cleric out on top.

Question 2: I assume it's a free action for the wielder to absorb a spell. Does he have the option of picking a spell to absorb, or will the first one that targets him be absorbed? What is the spell he wants to absorb is a Dispel Magic?

Question 3: Since the mace is magical (force), it negates all damage reduction, correct? Would DM's allow STR to modify its damage? I'd assume the damage would be comprised only from the spell's effect, no?

I apologize in advance if the above questions are answered somewhere official; I have been unable to locate anything.

Thanks!
RJ

P.S. Why doesn't Relics & Rituals list prices with their magical items? That's a key component and one which I have difficulty deriving. Not having that info makes the items somewhat worthless. Just my $.02.
 

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Question 1: Does the target get a Fort save to negate or halve the damage? Is this in an errata? Allowing a touch attack to deliver 1d6/level damage, wherein the caster can just continue to swing until successful up to the spell's duration, seems pretty tough. Why wield anything other than the Mace? A 5th level caster would average 18 pts of damage and would hit much more often than not (since it's a touch attack). Even having to "waste" a round casting it still puts the cleric out on top.
There is no errata for this spell. And yes, it seems overpowered to me too. Since it doesn't mention a save to affect the damage I'd assume there is none; the "see text" notation in the saving throw entry seems to indicate that the save only applies as mentioned in the text, where it only mentions it applying to the paralysis effect.
Question 2: I assume it's a free action for the wielder to absorb a spell. Does he have the option of picking a spell to absorb, or will the first one that targets him be absorbed? What is the spell he wants to absorb is a Dispel Magic?
It says, "you may choose to have the mace absorb that spell", so it looks like the caster gets to pick. There's no reason that a dispel magic targetted on the caster wouldn't be absorbed, although an area dispel magic wouldn't be.
Question 3: Since the mace is magical (force), it negates all damage reduction, correct? Would DM's allow STR to modify its damage? I'd assume the damage would be comprised only from the spell's effect, no?
If a gun were held to my head, I'd rule that yes, it ignores DR, and no, it doesn't get a Strength bonus. But otherwise I'd rule that the mace of Odo had no place in my game. I like Magic of Faerun but that doesn't mean that I feel the need to allow every single spell and magic item in it into my campaign.
 

Hate to disagree but the spell is not all that powerful.

Its 5th level
The average damage compared to what a fighter of the same level (9th) can do with the same actions is comparable and every round after that the fighter is doing the same damage.

The only powerful part, IMHO, is the paralysis. now that can be nasty but damage overall ain't much compared to what a good buffed cleric could do with som other equivalent spells.

I've seen it used and it isn't that great except for the secondary affect.

Later
 

Shallown said:
Hate to disagree but the spell is not all that powerful.

Its 5th level
The average damage compared to what a fighter of the same level (9th) can do with the same actions is comparable and every round after that the fighter is doing the same damage.

Check again - it's 3rd level, not 5th. My 10th level cleric regularly used it in combat as his favorite 10d6, no save, damage spell. If you just use it for the damage, it's probably too powerful for it's level. Add in the stunning effect and the spell absorption ability, and it's over the top.
 

I used that spell A LOT myself. Note that it is a full round casting time (like a summoning) so it is very easy to interrupt - unless you are hasted.
 

MoO

Definitely one of the more powerful spells in Magic of Faerun. I'd say it's more of a 4th level spell than 3rd. It's pretty flexible (multiple functions) and all of the functions are very useful as well. It's no haste but still... :)

Z.
 

I could swear the Mace dissapears after it makes contact with something, i.e. you bash somebody's skull with it. I say that because touch spells are discharged when they touch something and the 1 round/level duration is put there so that a cleric doesn't cast it in the morning so he can walk around with a glowing LouisVille slugger all day to bash the first thing he finds offensive. Of course, I also sniff insane amounts of glue so take my memory for what it's worth.
 

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