Spell pots are small specially crafted ceramic pots that a mage can cast a spell into for future use, similar to scrolls but with some important differences. First, the spells that can be stored in spell pots must have an area affect, second the spells must not require an attack roll. The basic concept is that the mage cast the spell into the pot and then seals it. Later he can then throw the pot, which upon breaking releases the effects of the spell. If the spells duration is based on concentration it is assumed that the spell will last to the fullest extent possible. Spell pots are crafted as any other magic item with the cost and time restrictions required. Use the spell scroll table to determine rarity. If a mage chooses to cast a lower level spell into a spell pot using a higher level spell slot then the pot must be crafted at the level of the spell slot.
I kind of imagine wizards either placing these pots where they could be stepped on and broken (ala magical landmine) or thrown at the enemy (ala magical hand grenade). It is also a good way for a wizard to give some non-magical allies a little extra magical firepower.
Anyways, let me know what you think
A
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As for me, I choose to believe that an extinct thunder lizard is running a game of Dungeons & Dragons via Twitter!
Sounds like a rune almost, cast "delayed blast fireball" on a rock, then have the ranger throw the rock at the enemy, when enough father around the rock: end concentration.
But I still like the idea. If the magic user can make a magic grenade, we have stuff like in the witcher video game, or horizon zero dawn.
I would allow it, but I wouldn't let the wizard have so many on his person at one time to limit it, so it doesn't break the game, I would also have them fizzle out over time, every 6 hours they would degrade or spoil a bit.
Sounds like a rune almost, cast "delayed blast fireball" on a rock, then have the ranger throw the rock at the enemy, when enough father around the rock: end concentration.
But I still like the idea. If the magic user can make a magic grenade, we have stuff like in the witcher video game, or horizon zero dawn.
I would allow it, but I wouldn't let the wizard have so many on his person at one time to limit it, so it doesn't break the game, I would also have them fizzle out over time, every 6 hours they would degrade or spoil a bit.
Well the number of magic items any character has is always entirely up to the DM. Since I allow my spell casters to create magic items, I treat the spell pots like non-consumable items as far as the amount of time and money it takes to create one. Other than that I treat them like scrolls with the exception anyone can use one. Which is why I have other limitations in place as well. But I do appreciate the comments.
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As for me, I choose to believe that an extinct thunder lizard is running a game of Dungeons & Dragons via Twitter!
Sounds like an item you could have alot of fun with as a caster. You could basically have 6 fireballs go off all at once if you plan things correctly. The downside of course being that the players now have an easy way to clear many encounters, which would make combat start to seem boring or even tedious. I would either make these pots hard to come by, time consuming to make, or very volatile if you wanted to curb their op-ness. Volatility might make things fun if you did a check, say every 3 hours, to see if the pot either blew up, fizzled out, or became a dud. The best part being if it became a dud the party wouldn't know until they either tried to use it or cast a detect magic on it. Or if you want to leave them as is, you will just have to find a way to increase the encounter level of the fights, i.e throwing in alot of magic resist foes. Of course, you guys may be playing a game that is entirely based around RP fun instead of combat fun in which case you probably don't need to change a thing. Having an op item that allows your players to carve through armies of evil (or good if they swing that way) like almighty gods sounds like a good time.
Spell pots are small specially crafted ceramic pots that a mage can cast a spell into for future use, similar to scrolls but with some important differences. First, the spells that can be stored in spell pots must have an area affect, second the spells must not require an attack roll. The basic concept is that the mage cast the spell into the pot and then seals it. Later he can then throw the pot, which upon breaking releases the effects of the spell. If the spells duration is based on concentration it is assumed that the spell will last to the fullest extent possible. Spell pots are crafted as any other magic item with the cost and time restrictions required. Use the spell scroll table to determine rarity. If a mage chooses to cast a lower level spell into a spell pot using a higher level spell slot then the pot must be crafted at the level of the spell slot.
I kind of imagine wizards either placing these pots where they could be stepped on and broken (ala magical landmine) or thrown at the enemy (ala magical hand grenade). It is also a good way for a wizard to give some non-magical allies a little extra magical firepower.
Anyways, let me know what you think
A
As for me, I choose to believe that an extinct thunder lizard is running a game of Dungeons & Dragons via Twitter!
Sounds like a rune almost, cast "delayed blast fireball" on a rock, then have the ranger throw the rock at the enemy, when enough father around the rock: end concentration.
But I still like the idea. If the magic user can make a magic grenade, we have stuff like in the witcher video game, or horizon zero dawn.
I would allow it, but I wouldn't let the wizard have so many on his person at one time to limit it, so it doesn't break the game, I would also have them fizzle out over time, every 6 hours they would degrade or spoil a bit.
it could be worse, you could be on fire.
As for me, I choose to believe that an extinct thunder lizard is running a game of Dungeons & Dragons via Twitter!
Sounds like an item you could have alot of fun with as a caster. You could basically have 6 fireballs go off all at once if you plan things correctly. The downside of course being that the players now have an easy way to clear many encounters, which would make combat start to seem boring or even tedious. I would either make these pots hard to come by, time consuming to make, or very volatile if you wanted to curb their op-ness. Volatility might make things fun if you did a check, say every 3 hours, to see if the pot either blew up, fizzled out, or became a dud. The best part being if it became a dud the party wouldn't know until they either tried to use it or cast a detect magic on it. Or if you want to leave them as is, you will just have to find a way to increase the encounter level of the fights, i.e throwing in alot of magic resist foes. Of course, you guys may be playing a game that is entirely based around RP fun instead of combat fun in which case you probably don't need to change a thing. Having an op item that allows your players to carve through armies of evil (or good if they swing that way) like almighty gods sounds like a good time.
Hmmmm. Catapults.