Enchanting a weapon to buff?


Homebrew and House Rules


I had an idea the other day that, by the CRB seems impossible, but hope remains, so here I am.

Is it possible to enchant a weapon to cast spells that aren't offensive in nature? Like say, a quarterstaff that you can use to cast Bull's Strength on yourself or someone else? How about the higher level version? Can you do that with armor, or is this sort of thing only possible with rods and wondrous items?


wolfman1911 wrote:

I had an idea the other day that, by the CRB seems impossible, but hope remains, so here I am.

Is it possible to enchant a weapon to cast spells that aren't offensive in nature? Like say, a quarterstaff that you can use to cast Bull's Strength on yourself or someone else? How about the higher level version? Can you do that with armor, or is this sort of thing only possible with rods and wondrous items?

There are some weapons that allow buffs, or have magical abilities. I would look around in the other books, such as APG, ARG, UM, UC, etc. If you have House ruling, I would also suggest looking in 3.x+ books, such as Complete Warrior, Book of Exalted Deeds, Spell Compendium, etc., as they may have items or options you may be looking for to propose to your DM.

A concept is allowing a Spellstoring weapon to function as a 2 way street, allowing spells both hostile and friendly to be placed into the weapon. A bit of a house-rule, but not one that is completely far-fetched.

Another idea is to implement the usage of Staves, as you can place spells (or use existing spells placed into the Stave), or use spell slots to recharge the Stave and to have it as use at some later point.

You could always create your own unique weapon with that property as a self action and propose the concept to the DM for approval, but as far as the RAW is concerned, there really is no way to apply a buff such as that to subjects other than Wondrous Items. (Even so, most buffs unless stated otherwise, or are Dodge bonuses, don't stack, so it defeats the purpose.)


You could use the craft wondrous item rules for canned spells, then double the price for either being slotless (held) and/or double for being an additional unrelated effect if applicable.

An intelligent item could do it at its discretion, and the rules for that are in the corebook.

Either way, as with all custom items, the possibilities are up to your GM.

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