Spell Storing Weapon

Fangor the Fierce

First Post
How does the Spell Storing release actually work. It is not clearly defined, as it only states that if a hit with the weapon is successful, then the wielder has the option to release the spell at the target that was hit. In other words, would a weapon that was holding Searing Light be subject to the same rules as having to roll again to hit with the spell? Or is it automatic?
 
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If you hit with the weapon, and cause damage, you may automatically discharge the spell contained on the victim. No other to-hit rolls are necessary, but saves and SR still apply.

I'm not sure you can put Searing Light in a weapon of spell storing, because the spell doesn't have a "Target" entry (it has a "Effect: Ray" entry).

AR
 


However, Vampiric Touch* and the Inflict spells work just fine.

*There is, however, some debate on whether the temp hit points granted go to the weapon or the wielder...
 

Pyrex said:
*There is, however, some debate on whether the temp hit points granted go to the weapon or the wielder...

It would be funnier to let them go to the original caster :)

Imagine, during a night at the local tavern, between two beers :
- "Hmmmm.... I think Bob is right in the middle of a fight"
- "What could make you think such a thing ?"
- "I just received 30 temporary hp..."
 
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The next question that arises, however, is how are crits handled? For example, if you roll a natural 20 and confirm a critical, is the extra damage (from, say, Inflict Serious or something) multiplied? What if the weapon has a better threat range, like a Spell Storing Rapier or something? Does it work if the initial attack roll was an 18 (plus modifiers)?
 

Ultima:

Nope.

When using a weapon to deliver a spell, only the weapon is affected by critical hits.

For a similar discussion, look up the rules on delivering a touch spell as part of a normal unarmed attack. :)
 

You can also use a spell storing weapon to cast beneficial spells on your party members, but they take a little damage when you hit them. You can put a level 0-3 spell with Target: You into the weapon then hit your buddy. He takes damage and he gets the benefit of the spell. You can automatically touch willing targets as part of spellcasting; your DM may allow you to automatically hit a willing target, too. You can inflict nonlethal damage with a spell storing weapon; depending on your DM, this should also discharge the spell.

Here's a list of candidate spells for your spell storing weapon consisting of level 0-3 Player's Handbook spells with Target: You

Alter Self
Arcane Sight * 375 gp
Blink * 375 gp
Comprehend Languages * 25 gp
Disguise Self * 25 gp
Divine Favor * 25 gp
Entropic Shield * 25 gp
Expeditious Retreat * 25 gp
False Life * 150 gp
Find Traps * 150 gp
Glibness * 525 gp
Invisibility Purge * 375 gp
Know Direction * 12.5 gp
Longstrider * 25 gp
Meld into Stone * 375 gp
Mirror Image * 150 gp
Read Magic * 12.5 gp
See Invisibility * 150 gp
Shield * 25 gp
Speak with Animals * 525 gp
Speak with Plants * 1,000 gp
Tree Shape * 150 gp
True Strike * 25 gp

* Scroll available in DMG list

My favorites: Divine Favor (with PH errata, up to +3 attack and damage), Invisibility Purge, True Strike, Mirror Image.

Your fighter buddy with Power Attack would love to have a True Strike spell so he can Power Attack all the way for a big damage bonus but still have a good chance to hit his target. Give him the spell storing weapon and he can use it whenever he needs it. (Especially nice if he also has Quickdraw.)

It's nice to be able to plop a See Invisibility on your archer buddy for those pesky Improved Invisible spellcasters. It's a whole lot cheaper than True Seeing.

You can hit your buddy with False Life then cure the real damage, then he has temporary hit points equal to 1d10 +1 per caster level (maximum +10) for 1 hour/level.

A gauntlet is probably the best weapon for this trick. It doesn't do much damage (1d3 Bludgeoning, 20/x2) and it can be worn while your hand is holding something else. Depending on your DM, you might be able to wear a gauntlet over magical gloves.
 


kjenks said:
You can also use a spell storing weapon to cast beneficial spells on your party members, but they take a little damage when you hit them. You can put a level 0-3 spell with Target: You into the weapon then hit your buddy.

Nope. I don't see anything in the description of the Spell Storing ability which says that it allows spells to be cast on inappropriate targets. A "True Strike" placed in such a weapon and used on an ally will have no effect, just as putting a "Hold Person" in such a weapon and using it on a non-humanoid will have no effect.
 
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