1) Does an "Enspelled Weapon" count as Magical for any monster resistances and such ?
2) Can "Enspelled Armour" be robes ? or clothes or such - or does it HAVE to be an actual "armour" or "shield" ?
1. Yes, if the resistance says something like "damage from non-magical weapons".
2. No, it has to be actual armor, and it can't be a shield. It says this at the top of the item description: "Armor (Any Light, Medium, or Heavy)". Clothes and shields do not fall into any of those three categories.
Note that it seems unlikely to be relevant going forward; if you look at the '24 classes you'll see that the features that made PSB magic damage have been replaced with making the damage Force instead, and we've yet to see a monster using the updated template that has resistance or immunity to non-silvered or non-PSB damage.
I have another question relating to enspelled weapons. It says attack bonus +5, +7, +9, +10
Does it override my to hit bonus or is it saying that's bonus damage? I just want to make sure I don't do something broken.
That’s the attack bonus you use when casting the spell stored in the weapon, if the spell requires an attack roll. Making a normal attack with the weapon itself still uses your normal attack modifier.
My DM approved the creation of a level one enspelled armor with the shield spell. As an intermediate user, I am unsure how to craft it for proper integration into the DNDBeyond character sheet. As of now, I just added the description of the shield spell into the notes section along with price set by DM.
Is there a way to create a version that will pop up on a VTT?
Thanks for your earlier reply! After your feedback last month, I discovered something useful as a workaround. In the Actions part of the DNDBeyond character sheet, you can create an online custom action for your character.
For my enspelled armor with the shield spell, I took the following steps: Manage Custom Actions => Add New Action (Chose General from drop-down box) ==> Edit ==> Added the information about the spell (Activation type, name, snippet, description, etc.).
Are there limits to spells besides the stated schools for weapons and armour. Such as spells with a casting time of action only, also do material components factor in at creation or potentially also at casting.
Thinking of potential big bad with an Enspelled dagger of clone, although the dagger is in a lair rather than on their person. I can see the chamber being required even with the dagger, but would the consumed flesh and diamond also be required each cast, or would the dagger be locked into cloning the big bad, or who's flesh was used in the production. I mean adds a nice potential encore for the big bad... Team defeat the big bad... learn about the clones... find the lair and put and end to that finally dealing with this evil... discover the Dagger and decided to use it to grant themselves power over death only to learn they brought back the very evil they wanted to destroy.
Thinking from the Enspelled weapon approach as I know could homebrew something to do as I please, but rather work within the existing limits.
Are there limits to spells besides the stated schools for weapons and armour. Such as spells with a casting time of action only, also do material components factor in at creation or potentially also at casting.
Thinking of potential big bad with an Enspelled dagger of clone, although the dagger is in a lair rather than on their person. I can see the chamber being required even with the dagger, but would the consumed flesh and diamond also be required each cast, or would the dagger be locked into cloning the big bad, or who's flesh was used in the production. I mean adds a nice potential encore for the big bad... Team defeat the big bad... learn about the clones... find the lair and put and end to that finally dealing with this evil... discover the Dagger and decided to use it to grant themselves power over death only to learn they brought back the very evil they wanted to destroy.
Thinking from the Enspelled weapon approach as I know could homebrew something to do as I please, but rather work within the existing limits.
There are no restrictions on casting time. When casting a spell from an item, it uses the normal casting time unless the item specifies otherwise (this one doesn't).
Spells cast from magic items don't require material components unless the item says they do (this one doesn't). The general rules on magic item crafting say that when you craft a magic item that can cast spells, you need to have the material components on hand when crafting it, and that if the spell consumes its components, they're consumed when the item is finished being crafted.
So, with Clone specifically, both the diamond and the vessel need to be present when the item is created, and the diamond is consumed at that time. (The 2024 version of Clone no longer requires a piece of the target's flesh as a component.)
However, given that Clone costs 3000 gp to cast normally, but a Legendary magic item costs 100,000 gp to create, you would need to cast Clone from the dagger 34 times before using the dagger would be cheaper than just casting Clone a bunch of times normally.
In text for clone the clone matures for 120 days within vessel which is why suspect that might fall outside of item creation rules.
It's a big bad they don't care for cheap options. Shame flesh dropped as then allows it to just clone caster, rather than potentially being locked to what the creator desired.
In text for clone the clone matures for 120 days within vessel which is why suspect that might fall outside of item creation rules.
It's a big bad they don't care for cheap options. Shame flesh dropped as then allows it to just clone caster, rather than potentially being locked to what the creator desired.
Cheers for quick response.
The clone matures for 120 days after the spell is cast, which is always going to be after the item is finished being created.
Just to clarify, the new version of the spell does still allow cloning people other than the caster. It still requires you to touch a piece of the target's flesh when casting the spell. But it's no longer listed as a material component, which means it doesn't need to be present when the item is created.
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Heya,
Wondered on your thoughts on two things folks....
1) Does an "Enspelled Weapon" count as Magical for any monster resistances and such ?
2) Can "Enspelled Armour" be robes ? or clothes or such - or does it HAVE to be an actual "armour" or "shield" ?
1. Yes, if the resistance says something like "damage from non-magical weapons".
2. No, it has to be actual armor, and it can't be a shield. It says this at the top of the item description: "Armor (Any Light, Medium, or Heavy)". Clothes and shields do not fall into any of those three categories.
thanks for the clarification :) appreciated
No problem!
Note that it seems unlikely to be relevant going forward; if you look at the '24 classes you'll see that the features that made PSB magic damage have been replaced with making the damage Force instead, and we've yet to see a monster using the updated template that has resistance or immunity to non-silvered or non-PSB damage.
I have another question relating to enspelled weapons. It says attack bonus +5, +7, +9, +10
Does it override my to hit bonus or is it saying that's bonus damage? I just want to make sure I don't do something broken.
That’s the attack bonus you use when casting the spell stored in the weapon, if the spell requires an attack roll. Making a normal attack with the weapon itself still uses your normal attack modifier.
My DM approved the creation of a level one enspelled armor with the shield spell. As an intermediate user, I am unsure how to craft it for proper integration into the DNDBeyond character sheet. As of now, I just added the description of the shield spell into the notes section along with price set by DM.
Is there a way to create a version that will pop up on a VTT?
I have the exact same question, Chu.
Not only is there seemingly no way to attach the spell, the counter is also buried deep in the inventory.
I'm hoping they fix it soon enough
Just getting back into D&D after a looong time away... be kind
I enjoy roleplay over combat, but I'm seeking to merge the two.
Thanks for your earlier reply! After your feedback last month, I discovered something useful as a workaround. In the Actions part of the DNDBeyond character sheet, you can create an online custom action for your character.
For my enspelled armor with the shield spell, I took the following steps: Manage Custom Actions => Add New Action (Chose General from drop-down box) ==> Edit ==> Added the information about the spell (Activation type, name, snippet, description, etc.).
Are there limits to spells besides the stated schools for weapons and armour. Such as spells with a casting time of action only, also do material components factor in at creation or potentially also at casting.
Thinking of potential big bad with an Enspelled dagger of clone, although the dagger is in a lair rather than on their person. I can see the chamber being required even with the dagger, but would the consumed flesh and diamond also be required each cast, or would the dagger be locked into cloning the big bad, or who's flesh was used in the production. I mean adds a nice potential encore for the big bad... Team defeat the big bad... learn about the clones... find the lair and put and end to that finally dealing with this evil... discover the Dagger and decided to use it to grant themselves power over death only to learn they brought back the very evil they wanted to destroy.
Thinking from the Enspelled weapon approach as I know could homebrew something to do as I please, but rather work within the existing limits.
There are no restrictions on casting time. When casting a spell from an item, it uses the normal casting time unless the item specifies otherwise (this one doesn't).
Spells cast from magic items don't require material components unless the item says they do (this one doesn't). The general rules on magic item crafting say that when you craft a magic item that can cast spells, you need to have the material components on hand when crafting it, and that if the spell consumes its components, they're consumed when the item is finished being crafted.
So, with Clone specifically, both the diamond and the vessel need to be present when the item is created, and the diamond is consumed at that time. (The 2024 version of Clone no longer requires a piece of the target's flesh as a component.)
However, given that Clone costs 3000 gp to cast normally, but a Legendary magic item costs 100,000 gp to create, you would need to cast Clone from the dagger 34 times before using the dagger would be cheaper than just casting Clone a bunch of times normally.
In text for clone the clone matures for 120 days within vessel which is why suspect that might fall outside of item creation rules.
It's a big bad they don't care for cheap options. Shame flesh dropped as then allows it to just clone caster, rather than potentially being locked to what the creator desired.
Cheers for quick response.
The clone matures for 120 days after the spell is cast, which is always going to be after the item is finished being created.
Just to clarify, the new version of the spell does still allow cloning people other than the caster. It still requires you to touch a piece of the target's flesh when casting the spell. But it's no longer listed as a material component, which means it doesn't need to be present when the item is created.