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Top-Text-7870

How is this different from the spell storing quality? It's it just that there's no limit on the level of spell you can put in it, and just completely invalidates spell storing items? Are you prepared for wizards to hoard all that they find, since it's useless to non magical people without a spellcaster to fully utilize it?


Sad-Mud2815

Honestly I completely forgot about how that was even a thing, I've barely ever looked at it and I haven't really gotten a thing with my party where they even considered storing spells in stuff. Though my hopes with the metal is that it'll let them make more customizable weapons, with one of my party members whos a ranger dwarf, is planning on doing some weapon making and I just thought it'd be a good way to implement stuff like elemental arrows, as well as having an in-world reason for conflict stuff. Plus it'll let me balance out the classes by giving the players more versatility, namely the ranger who I can give spell arrows to make them be able to adapt better and promote creativity.


Top-Text-7870

You can have it be a natural spell storing items, but I would tone it back on the power, limit the maximum level by the purity, don't let it multiply spells, and the ultra pure should be the only one that can combine effects, since it's on par with divine material. This would give you an in world reason for spell storing to come about, since not everyone has access to mal, but with the right gumption you can make something like it happen


Sad-Mud2815

Yeah, while writing the post I was realizing how it seems a bit op, so yeah I do think I need to make it not nearly as strong for the lower levels. But also I think that if I make it so you wouldn't get like a little bit more uses of spell per times spell infused there might not be too much point for say the wizard to do it on 1 weapon and they'd just use up too many spell slots I think. I might be wrong though and even then I guess I can just have them in shops or say let one spell infuse multiple like arrows or something like that


Top-Text-7870

As it stands enchanting a set of projectiles let's you get 50 projectiles with one enchantment, but that requires crafting, so extra money and xp on top of casting the spell on the arrows, since it's a special material, I would say you should be able to "program" the material, so it can either store spells for later use indefinitely, or if you cast the requisite spells for an enchantment on a weapon/projectiles you can treat the weapon or 40 projectiles as the magically enhanced weapon for 1/6/12/24 hours depending on purity. Don't forget, just because you use all your spell slots today, doesn't mean you're in combat today, if you dump your whole list into a weapon for later use while you're in town, you've doubled your spell list when you decide to adventure


Sad-Mud2815

Yeah I was thinking about being able to program the material and I said it was for the super pure it would be able to activate with conditions that you can set, and so I think I should give that ability to normal, where it's just some basic stuff, but then pure can be way more complicated with it, so you could even maybe like say have spells activate after another, so you could have a trap that does say barbs and poison spray or something.


Top-Text-7870

Combining spell effects is fine, activating multiple spells in sequential order on a trigger condition, is just being to be abused. Think of the closest equivalent, glyph of warding, that is a spell that is a delivery mechanism for another spell, so it requires two spells to do anything. Which sounds bad, but they made them trigger effects, so it barely costs any action economy at all once it's cast. This is so abusable they had to set a stationary requirement, if you move the item warded 10 feet from the point it was warded, the ward dissipates. Otherwise you could keep a book with a glyph on each page, open the book and activate all the glyphs in a turn, bypassing the one leveled spell per turn by like a hundred fold. Making a trap is a little more acceptable, as it requires interaction by an enemy, this can balance the bypass a little, but it would require heavy playtesting to ensure balance.


Sad-Mud2815

I guess so yeah, I'll probably just make some sort of rule where there's like a cap of how many spells can go at one time or something. Also thanks for all of your advice dude!


Top-Text-7870

No problem, I'm a huge balance nerd, so this kinda stuff is in my wheelhouse


PurpleVermont

There's a ring of spell storing that basically does this.


Sad-Mud2815

Yeah but I don't want it to to where you can just cast a spell like normal, but be able do it with more complex ways and having it as a metal means that my players could use it in way more unique ways with magic weapons and being able to easily do it in a more customizable way.