melf's meteors
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.....OK, this is an interesting spell. Once cast, the meteors are in your weapon slot forever, until used. This has certain advantages; if you are somewhere that you can sleep safely, you can memorize a different spell, sleep, and when you awaken, the meteors are still there for your use, as well as the new spell. Cool beans, right?
.....There is a small problem, however. If you are facing a foe that has any defense that makes the Meteors less or totally not effective, you may want to switch to another attack form ... like with a devastating weapon such as Ravager +6, or a spin attack with a pair of +4 or +5 weapons. Too bad, son ... you can't!
.....Trying to use a different weapon gives you the message "magical weapon equipped". Alas, there appears to be no option to dismiss the meteors. I tried casting dispel magic on myself, having party members cast remove magic on me, and nothing works. And no, you can't drop the meteors the way you could do with a real physical weapon.
.....So, my question of the day: is there ANY way, other than by actually attacking with them to use them up, to remove Melf's Meteors from your active weapon slot?
.....There is a small problem, however. If you are facing a foe that has any defense that makes the Meteors less or totally not effective, you may want to switch to another attack form ... like with a devastating weapon such as Ravager +6, or a spin attack with a pair of +4 or +5 weapons. Too bad, son ... you can't!
.....Trying to use a different weapon gives you the message "magical weapon equipped". Alas, there appears to be no option to dismiss the meteors. I tried casting dispel magic on myself, having party members cast remove magic on me, and nothing works. And no, you can't drop the meteors the way you could do with a real physical weapon.
.....So, my question of the day: is there ANY way, other than by actually attacking with them to use them up, to remove Melf's Meteors from your active weapon slot?
Post edited by FredN on
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Addendum 2: I see that flame blade does extra damage against undead; drat, I wish we had that spell while cleaning out the undercity with those devil shades and vampires!
"Enchanted Weapon" isn't a spell that will ever overwrite MMM. Depending on game version, it either creates a temporary +3 weapon of your choice in inventory or grants all of your attacks +3 enchantment level.
A list of spells that create stuff in the magic weapon slot:
Divine: Shillelagh, Flame Blade, Spiritual Hammer, Cause Serious Wounds, Cause Critical Wounds, Slay Living, Harm, Energy Blades.
Arcane: Shocking Grasp, Chill Touch, Ghoul Touch, Melf's Minute Meteors, Phantom Blade, Black Blade of Disaster, Energy Blades.
Plus every shapeshift, both voluntary and involuntary.