In my world 5e didnt have Artificers at the time and i had no use for Electrum. so i made a mad scientist! An artificer that combines magical items and adds abilities but only for Electrum coins! The players found out about it when they came across there first coin. Long story short my 11th level bard 2nd level warlock wants to combine his harp with a luck stone, easily done but then he wants a little more flavor (loves flavor). he wants the 8th level spell control weather added as a once a day special ability. so as a 13th level character he cant cast 8th level spells. but then again its mildy underwhelming of a spell of such a high level. scrolls u have to have the ability to cast a 8th level spell to use, but i haven't seen the same for magic items anywere
ultimately my question is should i allow this what are my PRO's and Con's?
Once a day, a 13th level player gets to cast an 8th level spell.
...
What?
The spell control weather is not underpowered at all. Imagine what you could do with that? You could literally hold an entire city hostage!
That is not "adding a little bit of flavor." And besides, why would slapping a luckstone on a harp do that? It would just give him a harp with a luckstone.
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"Ignorance is bliss, and you look absolutely miserable."
Cons: It is, honestly, a kingdom-altering spell. You can destroy a small city with a 4 hour hurricane, ruin a harvest and bring famine to the land; he can learn it himself in five levels; there is already a bardic instrument (the legendary Ollamh Harp) that has this ability and why deprive yourself of a quest?
It also sounds like they want to avoid using an attunement slot for the luck stone. Usually a luck stone and the instrument would each require a magic item attunement slot. By merging the stone and the instrument they get the effects of both items for the cost of a single slot (they only have three) so this is a major upgrade.
As for control weather - it isn't a combat spell - it is a devastating role play spell.
It takes 10 minutes to cast and has a concentration time up to 8 hours. Every 1d4 x 10 minutes you can shift each of the conditions of precipitation, temperature and wind up or down by one level every time.
If you started with an overcast, cool day with moderate wind then it takes
- 2 steps to get to torrential rain, driving hail or blizzard
- 2 steps to get to Arctic cold
- 3 steps to get to storm force winds (hurricane)
All of which will be accomplished in less than 2 hours and you can keep it up for 6 hours more. Temperature ranges from Arctic Cold to Unbearable heat. These conditions will kill many people especially if they are unprepared. 6 to 7 hours of an arctic cold hurricane blizzard will destroy buildings just through the weight of snow and the force of the wind. Pretty much all the crops in a five mile radius around the caster are going to die. Control weather is a devastating spell. It could destroy armies ... and the caster can move ... you could follow a retreating enemy army for example ... freezing them. (Think about the wind chill in an arctic cold hurricane ... folks are going to freeze where they are standing ... -20F with a 110mph wind goes to -70F wind chill).
There are other possibilities too. You could use it to create a five mile radius pea soup fog to hide an infiltration. You could also cast it whenever it looked like it was going to rain to create a local drought.
Whether you allow it depends on your world, how high a level of magic you are allowing and whether it makes sense in context for you to create very powerful magic items ... but I would carefully think about it before allowing it.
Claiming that this particular spell of X level is not as powerful as other spells of X level.
Typical stupidity involves non-attack spells - asking for Trueseeing, Creation, etc. First time I saw anyone pick Control Weather.
If a spell truly is 'weaker' than other spells of it's level it might perhaps be the equivalent of a combat spell one level lower. So, would you let him have a 7th level spell such as "Finger of Death" 1/day?
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In my world 5e didnt have Artificers at the time and i had no use for Electrum. so i made a mad scientist! An artificer that combines magical items and adds abilities but only for Electrum coins! The players found out about it when they came across there first coin. Long story short my 11th level bard 2nd level warlock wants to combine his harp with a luck stone, easily done but then he wants a little more flavor (loves flavor). he wants the 8th level spell control weather added as a once a day special ability. so as a 13th level character he cant cast 8th level spells. but then again its mildy underwhelming of a spell of such a high level. scrolls u have to have the ability to cast a 8th level spell to use, but i haven't seen the same for magic items anywere
ultimately my question is should i allow this what are my PRO's and Con's?
Once a day, a 13th level player gets to cast an 8th level spell.
...
What?
The spell control weather is not underpowered at all. Imagine what you could do with that? You could literally hold an entire city hostage!
That is not "adding a little bit of flavor." And besides, why would slapping a luckstone on a harp do that? It would just give him a harp with a luckstone.
"Ignorance is bliss, and you look absolutely miserable."
he wants the luck stone and the 8th level spell basically.
Pros: You guy wants it.
Cons: It is, honestly, a kingdom-altering spell. You can destroy a small city with a 4 hour hurricane, ruin a harvest and bring famine to the land; he can learn it himself in five levels; there is already a bardic instrument (the legendary Ollamh Harp) that has this ability and why deprive yourself of a quest?
It also sounds like they want to avoid using an attunement slot for the luck stone. Usually a luck stone and the instrument would each require a magic item attunement slot. By merging the stone and the instrument they get the effects of both items for the cost of a single slot (they only have three) so this is a major upgrade.
As for control weather - it isn't a combat spell - it is a devastating role play spell.
It takes 10 minutes to cast and has a concentration time up to 8 hours. Every 1d4 x 10 minutes you can shift each of the conditions of precipitation, temperature and wind up or down by one level every time.
If you started with an overcast, cool day with moderate wind then it takes
- 2 steps to get to torrential rain, driving hail or blizzard
- 2 steps to get to Arctic cold
- 3 steps to get to storm force winds (hurricane)
All of which will be accomplished in less than 2 hours and you can keep it up for 6 hours more. Temperature ranges from Arctic Cold to Unbearable heat. These conditions will kill many people especially if they are unprepared. 6 to 7 hours of an arctic cold hurricane blizzard will destroy buildings just through the weight of snow and the force of the wind. Pretty much all the crops in a five mile radius around the caster are going to die. Control weather is a devastating spell. It could destroy armies ... and the caster can move ... you could follow a retreating enemy army for example ... freezing them. (Think about the wind chill in an arctic cold hurricane ... folks are going to freeze where they are standing ... -20F with a 110mph wind goes to -70F wind chill).
There are other possibilities too. You could use it to create a five mile radius pea soup fog to hide an infiltration. You could also cast it whenever it looked like it was going to rain to create a local drought.
Whether you allow it depends on your world, how high a level of magic you are allowing and whether it makes sense in context for you to create very powerful magic items ... but I would carefully think about it before allowing it.
How to tell when someone is being an idiot:
Claiming that this particular spell of X level is not as powerful as other spells of X level.
Typical stupidity involves non-attack spells - asking for Trueseeing, Creation, etc. First time I saw anyone pick Control Weather.
If a spell truly is 'weaker' than other spells of it's level it might perhaps be the equivalent of a combat spell one level lower. So, would you let him have a 7th level spell such as "Finger of Death" 1/day?