Spell Storing weapon / armor


Advice


What are the best spells (1-3 single target only) to put in a spell storing weapon? What scales well (Intensified Shocking Grasp)? What works on creatures with high SR? What works on evil outsiders? What works on Constructs?

Sczarni

Inflict Wounds are a good standby, for when you just need to hit hard.

Magic Missile is no SR, no save, for some extra force damage on a hit. Not particularly impactful, but a decent fallback.

If you cast Chill Touch into a weapon, do you still get as many attacks with it as you would normally? If so, a higher-level caster putting Chill Touch in a weapon is practically granting it the Frost ability for a good portion of the fight.

Dark Archive

Magic missile is an auto hit/auto damage. It doe not requrie a touch ( and thus does not have one) so cannot be spell stored in a weapon.

If you're a weird wizard. Suggestions a good one for armor ( for you or an ally) also cause fear.


I like frigid touch.

Shadow Lodge

Force Punch


Moospuh wrote:

Magic missile is an auto hit/auto damage. It doe not requrie a touch ( and thus does not have one) so cannot be spell stored in a weapon.

If you're a weird wizard. Suggestions a good one for armor ( for you or an ally) also cause fear.

While I know MM is great so are about 50 spells on the wizard spell list (Shocking grasp, Frigid touch, Hold Person) I was hoping for cleric spells if there are any.

RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

Bestow Curse is good, and it targets Will saves, so useful against the frontliners. Sands of Time offers no save, but the effect is a bit lackluster.


Pathfinder Starfinder Roleplaying Game Subscriber

Well, a lot depends on what you're playing in the first place, or what other casters in the party might be willing to 'donate' a spell, especially between adventuring. Since you seem to be looking for cleric spells in particular, bestow curse, blindness/deafness, blood of the martyr, dispel magic, hold person (if you fight a lot of humanoids), inflict serious wounds, murderous command, and shared sacrifice are some possibilities.

For creatures with high spell resistance, you'll probably be having some problems if you can't penetrate it...dispel magic is really the only one that springs to mind as ignoring spell resistance.

For evil outsiders, most of these work...there's spear of purity, but honestly, I still don't think it's that great, though you do get to cast it pretty much for free.

For constructs, sands of time works, but still offers spell resistance, so many golems will wind up being immune.

Of course, as I said...you don't necessarily have to be the one casting a spell into it, so depending on your party, there could be other options available that can cover some of these aspects better.


Luthorne wrote:

Well, a lot depends on what you're playing in the first place, or what other casters in the party might be willing to 'donate' a spell, especially between adventuring. Since you seem to be looking for cleric spells in particular, bestow curse, blindness/deafness, blood of the martyr, dispel magic, hold person (if you fight a lot of humanoids), inflict serious wounds, murderous command, and shared sacrifice are some possibilities.

For creatures with high spell resistance, you'll probably be having some problems if you can't penetrate it...dispel magic is really the only one that springs to mind as ignoring spell resistance.

For evil outsiders, most of these work...there's spear of purity, but honestly, I still don't think it's that great, though you do get to cast it pretty much for free.

For constructs, sands of time works, but still offers spell resistance, so many golems will wind up being immune.

Of course, as I said...you don't necessarily have to be the one casting a spell into it, so depending on your party, there could be other options available that can cover some of these aspects better.

Its for PFS so I have to be self sufficient. There will be times I get to use an awesome wizard but more often than not I'll only get my own spell list.


Undone wrote:
What are the best spells (1-3 single target only) to put in a spell storing weapon? What scales well (Intensified Shocking Grasp)? What works on creatures with high SR? What works on evil outsiders? What works on Constructs?

Depends on what the rules are. If it's CL 12, I like Vampiric Touch. If it's minimum CL, I like Frigid Touch. Ghoul touch. Hold Person.


Pupsocket wrote:
Undone wrote:
What are the best spells (1-3 single target only) to put in a spell storing weapon? What scales well (Intensified Shocking Grasp)? What works on creatures with high SR? What works on evil outsiders? What works on Constructs?
Depends on what the rules are. If it's CL 12, I like Vampiric Touch. If it's minimum CL, I like Frigid Touch. Ghoul touch. Hold Person.

There are no house rules in PFS. It's as the caster who put the spell in the weapon.

As a side note the weapon gains vampiric touch temporary HP not the character.


Undone wrote:


There are no house rules in PFS. It's as the caster who put the spell in the weapon.

And how do you know that?


You know, Holy Vindicator allows for a critical based character to do some damage, basically any divine spell can become by VIN 10 a curse, if you're interested in that.

Scarab Sages

Call the Void on melee characters. Especially those with Step Up.

Scarab Sages

Pupsocket wrote:
Undone wrote:


There are no house rules in PFS. It's as the caster who put the spell in the weapon.
And how do you know that?

Defaults to the lowest possible caster level.


Spoiler:
Spell Storing
Aura strong evocation; CL 12th; Weight —; Price +1 Bonus

DESCRIPTION

This armor allows a spellcaster to store a single touch spell of up to 3rd level in it. Anytime a creature hits the wearer with a melee attack or melee touch attack, the armor can cast the spell on that creature as a swift action if the wearer desires. Once the spell has been cast from the armor, a spellcaster can cast any other targeted touch spell of up to 3rd level into it. The armor magically imparts to the wielder the name of the spell currently stored within it. A randomly rolled suit of spell storing armor has a 50% chance to have a spell stored in it already. Spell storing armor emits a strong aura of the evocation school, plus the aura of the stored spell.

CONSTRUCTION REQUIREMENTS

Craft Magic Arms and Armor, creator must be a caster of at least 12th level; Cost +1 bonus

RING OF SPELL STORING, MINOR
Aura faint evocation; CL 5th
Slot ring; Price 18,000 gp; Weight —
DESCRIPTION
A minor ring of spell storing contains up to three levels of spells (either divine or arcane, or even a mix of both spell types) 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 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 the 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.

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.

CONSTRUCTION
Requirements Forge Ring, imbue with spell ability; Cost 9,000 gp


It is not a ring of spell storing which specifies that it is lowest possible caster level. As such it recasts the spell exactly as it was because it is not specified that it is modified in any way. Look it up if you don't believe me.


Can you put spell storing on a natural weapon?


Hey, with weapons and armor of spell storing, how do traits like magical heritage, feats like Spell perfection, meta-magic rods, etc. figure in? Is it the level the spell is cast at? Or the effective level of the spell?

Oh, and my vote is for blindness for the weapon, bestow curse for the armor(which requires a touch attack spell)


Stone the Crows wrote:
Can you put spell storing on a natural weapon?

Spell Storing amulet of mighty fists.


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Airwhale wrote:

Hey, with weapons and armor of spell storing, how do traits like magical heritage, feats like Spell perfection, meta-magic rods, etc. figure in? Is it the level the spell is cast at? Or the effective level of the spell?

Oh, and my vote is for blindness for the weapon, bestow curse for the armor(which requires a touch attack spell)

You can place an empowered, maximized, intensified shocking grasp in a spell storing weapon. Increasing the spell slot level it takes is not the same. If you heightened a spell to 4th level it could not be included in the weapon.


Interesting. These people: http://paizo.com/threads/rzs2kty3?Spell-Storing-Metamagic-Rods

seem to think otherwise. I wish there was a way to get an official rules interpretation on this.


Airwhale wrote:

Interesting. These people: http://paizo.com/threads/rzs2kty3?Spell-Storing-Metamagic-Rods

seem to think otherwise. I wish there was a way to get an official rules interpretation on this.

The problem with that interpretation is that it doesn't fit the RAW.

There is nothing to support Spell slot =Spell level.

a spellcaster can cast any other targeted touch spell of up to 3rd level into it

A maximized spell uses up a spell slot three levels higher than the spell's actual level

Their interpretation is blatantly wrong as if it were correct maximize would increase the spell save DC.

To put it simply if the spell save DC is calculated 10 + (1, 2, 3) + Modifier + Misc and it's a legal spell storing spell (IE shocking grasp for example) If it's 10 + 4< + Mod + misc it cannot be spell storing.

I'd shrug and accept the house rule but I'd also add the spell level increase to the DC because that is the implication of their ruling.

If you just accept the language presented in the CRB it basically isn't debatable. Spell level =/= spell slot. No where does it mention spell slot. A level 9 slot used for a shocking grasp would be sufficient to include in the SS weapon.

EDIT: James has been wrong plenty of times. Like the time he said spring attack works with vital strike.

RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

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Undone wrote:

There is nothing to support Spell slot =Spell level.

There is in this FAQ.

FAQ wrote:

The spell counts as the level of the spell slot necessary to cast it.

For example, an empowered burning hands uses a 3rd-level spell slot, counts as a 3rd-level spell for making concentration checks, counts as a 3rd-level spell for a magus's spell recall or a pearl of power.

In general, use the (normal, lower) spell level or the (higher) spell slot level, whichever is more of a disadvantage for the caster. The advantages of the metamagic feat are spelled out in the Benefits section of the feat, and the increased spell slot level is a disadvantage.

Heighten Spell is really the only metamagic feat that makes using a higher-level spell slot an advantage instead of a disadvantage.


RainyDayNinja wrote:
Undone wrote:

There is nothing to support Spell slot =Spell level.

There is in this FAQ.

FAQ wrote:

The spell counts as the level of the spell slot necessary to cast it.

For example, an empowered burning hands uses a 3rd-level spell slot, counts as a 3rd-level spell for making concentration checks, counts as a 3rd-level spell for a magus's spell recall or a pearl of power.

In general, use the (normal, lower) spell level or the (higher) spell slot level, whichever is more of a disadvantage for the caster. The advantages of the metamagic feat are spelled out in the Benefits section of the feat, and the increased spell slot level is a disadvantage.

Heighten Spell is really the only metamagic feat that makes using a higher-level spell slot an advantage instead of a disadvantage.

I suppose since they worded it to literally "If it screws the caster do it" then yes. That said rods would still work. As would magical lineage.

It's not how it's actually worded in the PHB which makes that essentially errata not FAQ but the writers for the PHB never did have a good grasp of language.

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