What it says on the tin. It would be really, really helpful if we could either a) choose the color ourselves from a drop down, or b) be able to pick the spell level in a dropdown that would automatically update the color of the enspelled item in your inventory. It would make it so much easier to track magic item slots from the DM's chair, as well as ensure party balance of magic item rarities.
Bonus feature request: if we could pick the spell from a similar dropdown so it would actually show up in our spell list.
What it says on the tin. It would be really, really helpful if we could either a) choose the color ourselves from a drop down, or b) be able to pick the spell level in a dropdown that would automatically update the color of the enspelled item in your inventory. It would make it so much easier to track magic item slots from the DM's chair, as well as ensure party balance of magic item rarities.
Bonus feature request: if we could pick the spell from a similar dropdown so it would actually show up in our spell list.
Just to point out, while the current toolset doesn't allow them to do this, you can make a homebrew copy of the item, set the rarity, and attach a spell to it with Min and Max charges both set to 1. This does exactly what you want for the correct spell, and anyone in a campaign with you can access it as long as you keep the item in your Collection even if you don't publish (which you shouldn't be doing for official items).
Older, "2024 compatible" modules don't seem to have these items easily available, we had to homebrew one the other day. But given that they have all the spells already pre-loaded into the code, you'd think that it would be as simple as filtering out what schools are unavailable for purposes of attaching a spell? Could be overthinking it though.
-You have to have the item purchased on your account to make a copy of it (meaning you have to own the 5.5e DMG, because that's where it was released). -The homebrew tools show us most of the tools they actually have on the back end; only a few options are stripped down. -No spell school filter is available, and magic items were never coded to be able to have such dropdowns.
Maybe something like that will be possible later this year with the full rework, but as of now, it's impossible for the devs to do without adding code to an already fragile infrastructure.
However, the good news is that there isn't much required to make this one even from scratch. Name, rarity, base item type, base weapon, attunement. Give a description, set the charges, save. Scroll down to spells, add the spell you're using, save again, and you're done.
The only way they could get "A" would be to have 9 different magic items for each type. An Uncommon (Cantrip) Enspelled Staff, an Uncommon (Level 1) Enspelled Staff, a Rare (Level 2) Enspelled Staff etc.
For the second part, "given that they have all the spells already pre-loaded into the code" is a misunderstanding of what the current (old) engine does. They don't have the ability to select a set of spells that can be added. That's why they're rebuilding the entire game engine, because it currently relies on hardcoded lists, meaning any time a new spell comes out, they'd have to go back and add it to all the Enspelled Items manually.
In the rebuild, they've said that a lot more will be data-lookup driven, instead of hardcoded lists, so this should alleviate a lot of the problems. The DDB engine was written before WOTC took over, and before 2024 rules existed, so it's got a lot of "startup vibe" gaps in it.
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What it says on the tin. It would be really, really helpful if we could either a) choose the color ourselves from a drop down, or b) be able to pick the spell level in a dropdown that would automatically update the color of the enspelled item in your inventory. It would make it so much easier to track magic item slots from the DM's chair, as well as ensure party balance of magic item rarities.
Bonus feature request: if we could pick the spell from a similar dropdown so it would actually show up in our spell list.
Just to point out, while the current toolset doesn't allow them to do this, you can make a homebrew copy of the item, set the rarity, and attach a spell to it with Min and Max charges both set to 1. This does exactly what you want for the correct spell, and anyone in a campaign with you can access it as long as you keep the item in your Collection even if you don't publish (which you shouldn't be doing for official items).
Older, "2024 compatible" modules don't seem to have these items easily available, we had to homebrew one the other day. But given that they have all the spells already pre-loaded into the code, you'd think that it would be as simple as filtering out what schools are unavailable for purposes of attaching a spell? Could be overthinking it though.
It's not that simple.
-You have to have the item purchased on your account to make a copy of it (meaning you have to own the 5.5e DMG, because that's where it was released).
-The homebrew tools show us most of the tools they actually have on the back end; only a few options are stripped down.
-No spell school filter is available, and magic items were never coded to be able to have such dropdowns.
Maybe something like that will be possible later this year with the full rework, but as of now, it's impossible for the devs to do without adding code to an already fragile infrastructure.
However, the good news is that there isn't much required to make this one even from scratch. Name, rarity, base item type, base weapon, attunement. Give a description, set the charges, save. Scroll down to spells, add the spell you're using, save again, and you're done.
The only way they could get "A" would be to have 9 different magic items for each type. An Uncommon (Cantrip) Enspelled Staff, an Uncommon (Level 1) Enspelled Staff, a Rare (Level 2) Enspelled Staff etc.
For the second part, "given that they have all the spells already pre-loaded into the code" is a misunderstanding of what the current (old) engine does. They don't have the ability to select a set of spells that can be added. That's why they're rebuilding the entire game engine, because it currently relies on hardcoded lists, meaning any time a new spell comes out, they'd have to go back and add it to all the Enspelled Items manually.
In the rebuild, they've said that a lot more will be data-lookup driven, instead of hardcoded lists, so this should alleviate a lot of the problems. The DDB engine was written before WOTC took over, and before 2024 rules existed, so it's got a lot of "startup vibe" gaps in it.