Is it possible to enchant weapons/ armor to store spell (s) in them Tass? Like if someone wanted a sword that could use Lighting Spells or something that granted a spell like ability or spirit power for a warrior or non mage/spirit wielding class?
It's already answered in Enchantment or stuff Gdoc. But here it is for viewing.
Spells and Powers on Items
An item, be it miscellaneous, a shield, a piece of armor, or a weapon, may have an spell or power added to it. That item may cast that spell or use that power, either as an activated ability or as a triggered one.
-An item that gains such an ability cannot have already had an EP pool. An item’s EP pool can be recharged by any character able to touch, requiring that they maintain contact for one minute while transferring as much EP as they like. By default items have an EP pool of 10, ignoring the item’s stats, but can be increased by 5 EP by paying 20 denarii, scaling in price in the same manner as other enchantments. An item’s Spirit Ceiling starts at 6 and increases by 2 every time they increase the EP pool.
-An item enchanted with a spell or spirit power may be enchanted with a trigger or a command word that will activate those spells in a set way (i.e. snapping a character's fingers will always produce a 4 EP lay on hands if set to do such, never a 2 EP etc.). If the item is non-sentient, the command must be a something simple such as a word, a whistle, drawing the item in question from its sheath or pouch (if it's something applicable), or a distinguishable noise. A non-sentient item cannot distinguish between commands or triggers given by its wielder or another character. A sentient item may be given more complex triggers, including reactionary ones, and can distinguish its wielder from others using the same command. Consult your GM for acceptable triggers. Anytime a trigger is used in as a means of making an enchanted spell or power a free action or free reaction, the associated costs are doubled (this may exceed 6 EP in the case of static cost spirit powers) to a minimum of 2 additional EP. An item with the trigger enchant on it may have its trigger modified by an enchanter for 5 denarii and additional triggers may be added alongside the first for 10 denarii.
-When an item is set to go off on a trigger, what triggers it can be set for are limited based on the type of item. A miscellaneous item may only have an activated trigger, IE: a command action that the character must use, like a word or a specific action that they do. A weapon may have that or may be triggered to active when hitting an opponent. A shield may have the same triggers as a weapon or may be set to trigger when the character blocks a hit with it. Finally, armor may be action triggered or triggered when the wearer is hit, but note that unless it is sentient attacks that ignore the armor’s AV will NOT trigger it. Also note that triggered effects will always occur at the end of the turn, so they cannot be used to prepare counterspells or other effects that would essentially allow an attack of some sort to be negated without costing the character anything.
-An item that is enchanted so that it can cast spells, if it is not sentient, gains a Mind score of 30. If it already had a Mind score from being sentient, it instead gets a +10 bonus to its Mind score the first time that it gains the ability to cast spells. The item’s Mind stat is used to determine the power of spells cast by it and for the Focus checks if it requires them, ignoring any other stats that the items might have and acting as if it’s main stat is Mind. An item’s Mind score does not grant it additional EP. Items that cast spells increase the EP cost of the spell by 1.
-Likewise, an item enchanted to have a Power gains a Spirit stat of 30, and can be increased in the same manner as Mind.
-An item’s Spirit and Mind stats do not affect its EP pool. They do determine the item’s effective Focus and Willpower stats for the purpose of using their abilities, but each is treated as if the item’s main stat was whichever stat was more important for that Resistance stat, meaning that Mind has no effect on Willpower and Spirit has no effect on Focus.
-An item may given Mage Feats for 60 denarii each, and Spirit Aptitudes for 90 denarii.
-If a Power or Spell has an HP cost, it is paid by the character using the item.
-The cost of adding spells depends on the level of the spell selected. Additional spells may be added to the same item without marking up the cost, but any given item can only hold up to 10 levels worth of spells.
Level 1 spells: 40 denarii
Level 2 spells: 80 denarii
Level 3 Spells: 120 denarii
-A single power can be added for (normally) 120 denarii, and additional powers can be added to the same item for the same price. A single item can have no more than 3 Powers on it. If the power in question has an HP cost or some other requirement, the character must pay that cost in order to use the power. Utility powers with multiple functions, or other power types with utility options, may be added for a reduced cost of 60 denarii if only a single option for that utility power is selected, but if the power has an obvious “main” utility that one cannot be selected for this reduced cost. Black Dragon cannot be added to an item under any circumstances.