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Weapon of Spell Storing - What spells?

Vampiric Touch.

No save, 2d6 damages and you gain the same amount of temporally hp.

More damages if your DM continue to use that house rule.
 

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Hypersmurf said:
Only if it's empowered. If it isn't, it's awful - CL1, for 1 missile averaging 3.5 damage.

Empowered, it's CL5 - 3 missiles, averaging 5 damage each, for an average of 15.

Empowering a stored Magic Missile doesn't multiply your average damage by 1.5; it multiplies it by slightly over 4.

-Hyp.

Wait a second- maybe I missed something. Does it not retain its caster level when it's stored in a weapon?

I've never used the ability too often (I've really only had one character who had one), so it hasn't usually come up.
 

UltimaGabe said:
Wait a second- maybe I missed something. Does it not retain its caster level when it's stored in a weapon?

I've never used the ability too often (I've really only had one character who had one), so it hasn't usually come up.

The Ring of spell storing has that limitation:

Spell Storing, Minor: A minor ring of spell storing contains up to three levels of spells that the wearer can cast. Each spell has a caster level equal to the minimum level needed to cast that spell. The user need not provide any material components or focus, or pay an XP cost to cast the spell, and there is no arcane spell failure chance for wearing armor (because the ring wearer need not gesture). The activation time for the ring is same as the casting time for the relevant spell, with a minimum of 1 standard action.
For a randomly generated ring, treat it as a scroll to determine what spells are stored in it. If you roll a spell that would put the ring over the three-level limit, ignore that roll; the ring has no more spells in it. (Not every newly discovered ring need be fully charged.)
A spellcaster can cast any spells into the ring, so long as the total spell levels do not add up to more than three. Metamagic versions of spells take up storage space equal to their spell level modified by the metamagic feat. A spellcaster can use a scroll to put a spell into the minor ring of spell storing.
The ring magically imparts to the wearer the names of all spells currently stored within it.
Faint evocation; CL 5th; Forge Ring, imbue with spell ability; Price 18,000 gp.

I assume they are counting the weapon of spell storing to have the same limitations. Even though a Ring of spell storing requires the Imbue with Spell Ability spell to create it, and a spell storing weapon does not. It only requires a 12th level caster to create it.

Considering that the weapon of spell storing does NOT say that spells cast from it are minimum caster level, I would say they are at whatever caster level you cast them into the weapon as. I dont read more into the rules than they say.
 

Taloras said:
I assume they are counting the weapon of spell storing to have the same limitations.

Ah, right.

The ring has the limitation, and the ioun stone says "as the ring", but the weapon ability doesn't mention it.

Point.

-Hyp.
 

Taloras said:
Considering that the weapon of spell storing does NOT say that spells cast from it are minimum caster level, I would say they are at whatever caster level you cast them into the weapon as. I dont read more into the rules than they say.

With that way of thinking, shouldn't caster level be 12th? That is the CL of spell storing weapon (unless it has higher CL due to other factors).
 

Shin Okada said:
With that way of thinking, shouldn't caster level be 12th? That is the CL of spell storing weapon (unless it has higher CL due to other factors).

Caster Level of the weapon, yes. Caster level of the spell you put into it, no. You are casting the spell, not that 12th level wizard who put the spell storing power on the weapon. Even without the spell Imbue with Spell Ability being a requirement, thats the closest guideline there is. when you imbue someone with a spell, they use your caster level, not their own(such as a fighter having no caster level). Similarly, id say when you cast a spell into a weapon of spell storing, it doesnt suddenly become more powerful(imagine casting inflict moderate wounds into it when you are 3rd level. Would it suddenly change from 2d8+3 to 2d8+10(max) simply because you put it in this weapon?
 

From SRD,

Spell Storing: 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.) Any time 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.

Thus, the weapon is casting the spell. Not the one who stores that spell.

Also from SRD,

Caster Level: The next item in a notational entry gives the caster level of the item, indicating its relative power. The caster level determines the items saving throw bonus, as well as range or other level-dependent aspects of the powers of the item (if variable).

So it seems that we should use the item's CL to determine those stats.
 

Good spells for the weapon:

Sor/Wiz:

1. Shocking Grasp--good energy damage, early availability at max effectiveness.
Magic Missile--good damage at level 9+, no immunities
Ray of enfeeblement--good strength penalty

2. Touch of idiocy-good against casters, and characters who get bonuses from mental stats--paladins, blackguards, nymphs, monks, etc. as well as characters who use feats with mental stat requirements. Fighters who use improved trip are especially vulnerable since they typically only have a 12-14 int, so you can drop them below Combat Expertise qualifying levels
- Wracking Touch-the save for half weakens it, but automatically adding sneak attack dice to the damage is great
- Blindness/Deafness- would be a good choice but has a low DC
- Command Undead- an interesting choice but it could be useful against unintelligent undead though you'd probably be better off just casting it.

3- Empowered Shocking Grasp- Excellent damage and immune to DM misinterpretation since the minimum caster level (5) also grants max damage.
Empowered Magic Missile- like empowered shocking grasp but not immune to DM interpretation and less variable damage
Empowered Ray of Enfeeblement- Excellent strength penalty.
Halt Undead- Not a bad spell against undead though the save DC makes it useless agiainst free-willed undead
Hold Person- The relatively low save DC will make this less useful the higher level you are.
Slow- The low save DC and weak effect make this less useful than hold person. Sure, it automatically dispels haste, but that isn't a factor as often as other things like damage or strength penalties.
Dispel Magic- Not a bad targetted spell to put into it. It'll run out of steam by level 12-14 or so, but it can be quite impressive against a heavily buffed foe.

Divine Spells:
1. Doom - Low save DC and weak effect means this is a poor choice. If you can get the target to fail a will save go for something else.
Command - Low DC means it's not too good and if you can get the target to fail a save, you should go for something else (maybe bestow curse)

2. Divine Vengeance - Very good against undead
- Hold Person - The low DC means that it will be less effective the higher level you get, but otherwise it's decent.
- Lesser Restoration - Not a bad spell to put in a weapon if you don't mind dealing some damage to yourself or your friends in return for a low casting time.

3. - Bestow Curse - A very very good effect, but the target needs to fail a save which gets easier as you get higher level.
- Cure Serious Wounds - Not bad against undead, but the increasingly easy save for half weakens it. And Divine Vengeance deals more damage to undead on average too. CSW, however, isn't bad on a sap. Use quickdraw and a full attack to heal yourself of damage as part of a full attack action.
- Poison - You've got to get a druid to cast it, but this is one of the best spells out there for a spell storing weapon. Why? Because, almost alone amond spells, the save DC is not dependent upon the level of the spell but rather upon caster level. A 20th level caster with a 30 wisdom would have a DC 30 save on the poison spell.
 

Can you sudden empower a spell and store it?

Can you use the feats out of the Complete Arcane (sudden empower sudden maximize) to store a fireball in a ring of minor spell storing?
 

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