What does one do if you or one of your players wants to Invent a spell with an very specific and mundane use, like a spell for creating in games of chance by deciding the result of the dice (like the chartalans dice) or divining the cards the opponents have, magical contraceptives, magical painkillers, improving general air quality, creating an sterile enviorment in a cube that removes Most bacteria and viruses so that you may perform a surgery, make an magical ward that prevents dust from gathering on an mundane object and keeps it polished for months or years, quality of life stuff that is typically below the power level of Most spells that are often a Bit tricky or impossible to produce with other spells, ambient background magic. Should i just tie these effects to common Magic items instead of spells and use those crafting rules? should i just let a wizard player be able to cast such effects at-will after they have spend some requisite amount of time and Gold researching, maybe 10-15 gold and a few days? Should i make these as expanded effects of similar previously known spells after the pc has spent some time and Gold mastering how to subtly alter the parameters of the spell to what they want? Should i just let any player in any spellcasting class do any of these magics within reason without and constraints? Should i tie all these to a New cantrip?
Rollback Post to RevisionRollBack
i am soup, with too many ideas (all of them very spicy) who has made sufficient homebrew material and character to last an thousand human lifetimes
I think a lot of those things could be covered by prestidigitation. Die rolls, cleaning things, it’s easy to say they fall under that. Something staying clean, maybe make them cast it as a ritual and say the extra time does it, or some small gp tax for magic incense and what have you, as you’d suggested.
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
What does one do if you or one of your players wants to Invent a spell with an very specific and mundane use, like a spell for creating in games of chance by deciding the result of the dice (like the chartalans dice) or divining the cards the opponents have, magical contraceptives, magical painkillers, improving general air quality, creating an sterile enviorment in a cube that removes Most bacteria and viruses so that you may perform a surgery, make an magical ward that prevents dust from gathering on an mundane object and keeps it polished for months or years, quality of life stuff that is typically below the power level of Most spells that are often a Bit tricky or impossible to produce with other spells, ambient background magic. Should i just tie these effects to common Magic items instead of spells and use those crafting rules? should i just let a wizard player be able to cast such effects at-will after they have spend some requisite amount of time and Gold researching, maybe 10-15 gold and a few days? Should i make these as expanded effects of similar previously known spells after the pc has spent some time and Gold mastering how to subtly alter the parameters of the spell to what they want? Should i just let any player in any spellcasting class do any of these magics within reason without and constraints? Should i tie all these to a New cantrip?
i am soup, with too many ideas (all of them very spicy) who has made sufficient homebrew material and character to last an thousand human lifetimes
I would just let them create a cantrip with one of these abilities.
"Ignorance is bliss, and you look absolutely miserable."
I think a lot of those things could be covered by prestidigitation. Die rolls, cleaning things, it’s easy to say they fall under that.
Something staying clean, maybe make them cast it as a ritual and say the extra time does it, or some small gp tax for magic incense and what have you, as you’d suggested.