Weapon with spell storing ability question

Tahlilian

First Post
Hi guys, I have a +1 icy burst, spell storing elven court blade. I play a duskblade. During our game last night I had a question with the spell storing part. I put the spell " shocking grasp" into the weapon which does 1d6/lvl max 5d6.

Now the weapon crits on 18-20, so if I roll a 18 and confirm my crit and decide to release shocking grasp does shocking grasp also crit or do I need to make another to-hit roll to see if the spell crits also. I've read the spell and touch spells crit on and natural 20. I wanted to hear how others would rule this.
 

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In this case, you'd get only the normal effects of shocking grasp - 1d6/level electrical damage.

Some classes (perhaps the duskblade?) gain the ability to deliver touch spells with a weapon attack instead of a touch or unarmed strike, in which case you get to use the crit range of your weapon.

No rerolling is necessary.
 

As an observation, Arrows of Spell Storing are sick!

You get 50 to a batch, so the price is reasonable, and with spells like Scorching Ray, Shocking Orb, etc., you can lay in up to 12 dice of additional elemental damage per hit, no Save. (Subject to the normal resistance rules, of course.)

I find them useful in other ways as well. Magical ammunition is destroyed when fired. But you can discharge the spell stored in one without destroying the arrow, if you just use it to deliver a friendly spell without firing it. Spells like Cure Serious or Invisibility. Just prick yourself or an ally, take the damage from the arrow (+1 minimum), then get the spell benefits. And used this way, they're rechargeable.
 

As Patryn has said, the weapon simply discharges the spell as an automatic hit. There is no chance for a critical hit.

If you DM doesn't think it is overpowered, he could houserule that a natural 20 allows the possibility of the spell also critically hitting, but I wouldn't. Spell-storing weapons are ridiculously powerful; they don't need any help, especially not the 18-20 possibility...
 

Hi guys, I have a +1 icy burst, spell storing elven court blade. I play a duskblade. During our game last night I had a question with the spell storing part. I put the spell " shocking grasp" into the weapon which does 1d6/lvl max 5d6.

Now the weapon crits on 18-20, so if I roll a 18 and confirm my crit and decide to release shocking grasp does shocking grasp also crit or do I need to make another to-hit roll to see if the spell crits also. I've read the spell and touch spells crit on and natural 20. I wanted to hear how others would rule this.

When used this way the spell damage is bonus dice and would never be multiplied.

As an observation, Arrows of Spell Storing are sick!

You get 50 to a batch, so the price is reasonable, and with spells like Scorching Ray, Shocking Orb, etc., you can lay in up to 12 dice of additional elemental damage per hit, no Save. (Subject to the normal resistance rules, of course.)

I find them useful in other ways as well. Magical ammunition is destroyed when fired. But you can discharge the spell stored in one without destroying the arrow, if you just use it to deliver a friendly spell without firing it. Spells like Cure Serious or Invisibility. Just prick yourself or an ally, take the damage from the arrow (+1 minimum), then get the spell benefits. And used this way, they're rechargeable.

Spell Storing is a melee weapon only option. You can put in on a dagger, but if you throw it you cannot discharge the spell energy. You have to be holding (weilding) the weapon when it strikes the enemy to trigger the spell.
 

Spell Storing is a melee weapon only option.
Hmm. Where does it say that?

SRD said:
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. (This special ability is an exception to the general rule that casting a spell from an item takes at least as long as casting that spell normally.) Once the spell has been cast from the weapon, a spellcaster can cast any other targeted spell of up to 3rd level into it. The weapon magically imparts to the wielder the name of the spell currently stored within it. A randomly rolled spell storing weapon has a 50% chance to have a spell stored in it already. Strong evocation (plus aura of stored spell); CL 12th; Craft Magic Arms and Armor, creator must be a caster of at least 12th
level; Price +1 bonus.
It isn't in the SRD, at least not under Spell Storing, and the general table of abilities includes the caveat that the creation cost/process applies to 50 rounds of ammunition.

Is that prohibition someplace else that I missed?
 

I don't see the over powering side of the ability, it releases one spell and then it it has to be replaced with another which more than likely isn't going to happen in during combat. At best you might get another spell placed into the weapon and get it off again, but by that time 3 rounds maybe 4 rounds have went by. When a 10th lvl wizard can throw a 10d6 fireball round after round.

Thanks guys on your replies
 

If you look in the DMG table 7-15 ranged weapons special abilities it's not provided, it's only under melee weapons. Your right it doesn't specify in the text of the ability
 

Hmm. Where does it say that?


It isn't in the SRD, at least not under Spell Storing, and the general table of abilities includes the caveat that the creation cost/process applies to 50 rounds of ammunition.

Is that prohibition someplace else that I missed?

It is not on the Ranged Weapon Special Abilities table, pg 223 DMG.
It is not on the Ranged Weapon Properties table pg 241 MIC.

Also, read this line closely
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.

You are not wielding a ranged weapon when it strikes the target, it is out of your hand.
 

Interesting. I don't have my DMG with me (I'm at work), but I do recall that there was a table listing special abilities and their bonus equivalents with Spell Storing on it, and that it held that aforementioned caveat regarding ammunition.

Are you sure that chart isn't one for randomly rolling items?

In any case, I'll have to look at my books when I get home.
 

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