I'm not sure I understand. Spells are not a weapon type because they are not a weapon. They don't have a base weapon damage and you can't be proficient in them (let alone the absurdity of storing them in your bag and equipping them...).
If you want to be able to cast a spell from an item, that is already fully supported.
I want to be able to create a weapon that uses spell attack modifiers instead of normal attack modifiers which is not supported as far as I can tell. I'm trying to make a temporary weapon that is conjured by a spell and uses melee spell attack. It's a concentration spell and disappears at the end so it would not be stored anywhere. The reason for having it create a physical object is to make it easier for my newbie players to just click on something and have it roll for attack and damage rather than doing all the math themselves.
The problem with this is the only classes set up as spell casters have the spell attack modifier information. If your attempted to equip a character without this information with a weapon that had a variable looking for it, you'd get all sorts of errors.
What I'd suggest is getting your players to make a custom action for the weapon the spell creates
Pretty much just the title. This seems like it would be easy to do and it would allow for some really cool homebrew magic weapons.
I'm not sure I understand. Spells are not a weapon type because they are not a weapon. They don't have a base weapon damage and you can't be proficient in them (let alone the absurdity of storing them in your bag and equipping them...).
If you want to be able to cast a spell from an item, that is already fully supported.
I want to be able to create a weapon that uses spell attack modifiers instead of normal attack modifiers which is not supported as far as I can tell. I'm trying to make a temporary weapon that is conjured by a spell and uses melee spell attack. It's a concentration spell and disappears at the end so it would not be stored anywhere. The reason for having it create a physical object is to make it easier for my newbie players to just click on something and have it roll for attack and damage rather than doing all the math themselves.
The problem with this is the only classes set up as spell casters have the spell attack modifier information. If your attempted to equip a character without this information with a weapon that had a variable looking for it, you'd get all sorts of errors.
What I'd suggest is getting your players to make a custom action for the weapon the spell creates
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Oh ok, I didn't realize that was an option. Thanks for the suggestion.
You can also just make the spell display the attack bonus. Shillelagh does it.