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Spell-StoringEquipment 13


UncommonAbjurationMagical
Source Pathfinder Core Rulebook
Price 2,700 gp
Weight negligible

A spell-storing rune creates a reservoir of eldritch energy within the etched weapon. A spellcaster can spend 1 minute to cast a spell of 3rd level or lower into the weapon. The spell must have a casting of 2 actions or fewer and must be able to target a creature other than the caster. The spell has no immediate effect-it is instead stored for later. When you wield a spell-storing weapon, you immediately know the name and level of the stored spell. A spell-storing weapon found as treasure has a 50% chance of having a spell of the GM's choice stored in it.

Activate One Action command

Requirements On your previous action this turn, you hit and damaged a creature with this weapon


Effect You unleash the stored spell, which uses the target of the triggering attack as the target of the spell. This empties the spell from the weapon and allows a spell to be cast into it again. If the spell requires a spell attack roll, the result of your attack roll with the weapon determines the degree of success of the spell, and if the spell requires a saving throw, the DC is 30.

Activate One Action command


Effect Harmlessly expend the stored spell. This frees the weapon to have a new spell cast into it.

Traits

Uncommon

Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.

Abjuration

Effects and magic items with this trait are associated with the abjuration school of magic, typically involving protection or wards.

Magical

Something with the magical trait is imbued with magical energies not tied to a specific tradition of magic. A magical item radiates a magic aura infused with its dominant school of magic. Some items or effects are closely tied to a particular tradition of magic. In these cases, the item has the arcane, divine, occult, or primal trait instead of the magical trait. Any of these traits indicate that the item is magical.