I've read the Spellonger series by Terry Mancour. I like the world and want to do a homebrew with some friends with themes and settings from this world. I believe 5e is a great system to run with this world. My only problem is with Irionite. I'm not sure how to capture the properties of the substance without it being underwhelming or overly game-breaking.
I have created 4 magic items and a homebrew spell (to capture the telepathic link).
The Items range from Irionite small, medium, large, all the way to Pure Irionite. Each grants some kind of bonus to the wearer's INT score and comes with a number of charges/long-rest along with the Irionite Sending spell.
Here is an example of the Irionite (small) magic item:
Makes attuned's INT score 20
Has 6 charges per Long Rest
Grants the Irionite Sending cantrip. (Basically Telepathy, but as a bonus action cantrip that requires concentration)
The Item's description:
This piece of stone from legend grants its wielder access to levels of magic beyond their current abilities. It bolsters the wearers INT score, thus allowing the holder to cast any known spell more times a day up to the stone's capacity.
If held by someone with no arcane or divine magic, the stone grants no benefit, other than aesthetics.
The base level of the spell cast using the Irionite takes up the equivalent number of useable slots on the stone. (example a fireball's base spell level is 3. If using the Irionite to cast fireball, three charges from the stone are consumed.)
The attuned caster cannot cast any spell using the Irionite at a level higher than its base. It only allows for additional castings of a spell from its base level.
There is a chance of the wearer dying instantly upon the destruction of an attuned Irionite stone. If the piece of Irionite is destroyed or severely damaged while attuned, the wielder is immediately rendered unconscious with 0 HP. They must begin to make death saving throws or die.
The only difference between the sizes:
Medium gives 8 slots
Large gives 10 slots and INT of 22
Pure gives 12 slots, INT of 24, and also allows the wielder to cast known spells using the stone at their highest spell level, while only consuming a number of charges equal to the base spell. So a fire ball cast using the Pure Irionite at 5th level would still only cost 3 charges of the stone.
I'm looking for anyone familiar with the Spellmonger series that can give me any ideas on how to include Irionite into my world. Or at least any ways I could improve the Irionite as a magic item I've included above. Thank you.
As a Spellmonger fan, I love what you are proposing. I'd dabbled with the concept of Irionite in 5e and not come up with anything any better than what you propose. My concept was along the lines of an auto replenishing ring of spell storing.
Irionite, by its very nature, cannot be incorporated into 5e unless you make it so commonplace as to make it a glorified message stone. "Ironite amplifies the user's magical power 1000 times" from Spellmonger. Chapter 1 or 2. I can't quite remember which. It is the magical equivalent of giving them a nuke.
There are essentially 2 magical leagues in Spellmonger. Practical Adepts and High Magi. If you give your players Irionite then they go straight into the High Magi tier. Irionite essentially turns them into level 20 spellcasters immediately. The only people that can challenge them are those that also hold Irionite.
That, however, assumes you do justice to Irionite. Other than that, to make it even remotely balanced, even as a legendary item, you would have to make it so underwhelming as to make it Irionite in name only.
Jumping into a realllly old thread. I would think for 5e, you could make irionite a charge? It can only last for a minute or w/e until they master it (level up) then they can use the benefits more often / increase utility? In that case, it would almost be a subclass... Allows them to live in the 5e universe without being OP.
See I would see this as an opportunity for some fun. Instead of making rules for it to work in the world, instead make it so that your PHB casters HAVE to have it to Comcast that way; otherwise, casting times, durations, etc are significantly altered
I too am toying with the idea and here's my thought on this old thread...
1. Ironite can serve as the material component/focus for any spell, effectively negating the necessity. Non-High Magi have to have the stuff to make it work.
2. Grants the spell caster varied levels of sorcery points allowing them to use any meta magics, and allows them to stack them.
3. Grant a Telepathy type spell/power as an action/bonus action depending on size or a feat?
4. Embed a few spells and a limited casting pool of charges. (Can cast X at Y charges out of a pool of Z that restores at dawn)
5. Feedback - Similar to Staff of power retributive against the caster if its broken while attuned
6. Arcane Recovery as Wizard 2x Long Rest
This would give a huge depth of bench to any caster and much by way of flexibility. Its worth noting that to put the 'stress' on the casters, some augment to CR's is likely going to be neccessary to make them be the hero's with the quick casted spell that carefully avoids friends to harm foes. The need to make them really use and reliant on it and then threaten it, I think would make a for great adventure material.
Hey so my idea for irionite was attunement once attuned the weirder get +1 to attack and damage and spell save DC you can also up cast a spell you know to one level you don’t have so if you have access to level 3 spell irionite would let you cast one of your spells at 4th level once per day. The other effect was you can use heightened spell meta magic so you can reroll damage and it would make you feel more powerful best I could think of without making it over powered
All fine ideas. The way I would incorporate both irionite and the magic style of Spellmonger is to:
1. Only casters in campaign are wizards
2. All spells cast as rituals, casting time 10 minutes per level
4 All wizards can “hang” spells on specially crafted items like wands or mage swords — wands are much cheaper but cannot be re-enchanted when spent.
5 irionite allows the wizard to cast per 5e RAW.
I think this comes very close to illustrating the difference between an ordinary mage or foot wizard and a High Mage.
(this is just a bare framework, lots of details to fill in, but that’s the direction I was thinking when I was considering a Spellmonger campaign — before I was distracted by another shiny object) ;)
I've read the Spellonger series by Terry Mancour. I like the world and want to do a homebrew with some friends with themes and settings from this world. I believe 5e is a great system to run with this world. My only problem is with Irionite. I'm not sure how to capture the properties of the substance without it being underwhelming or overly game-breaking.
I have created 4 magic items and a homebrew spell (to capture the telepathic link).
The Items range from Irionite small, medium, large, all the way to Pure Irionite. Each grants some kind of bonus to the wearer's INT score and comes with a number of charges/long-rest along with the Irionite Sending spell.
Here is an example of the Irionite (small) magic item:
The only difference between the sizes:
I'm looking for anyone familiar with the Spellmonger series that can give me any ideas on how to include Irionite into my world. Or at least any ways I could improve the Irionite as a magic item I've included above. Thank you.
As a Spellmonger fan, I love what you are proposing. I'd dabbled with the concept of Irionite in 5e and not come up with anything any better than what you propose. My concept was along the lines of an auto replenishing ring of spell storing.
Hasn't there been a Kickstarter funded to bring the world of the Spellmonger to Pathfinder and D&D 5e?
Yes. I saw something long after it ended. Last time I checked the book was not out yet, and I wanted to start something last summer.
Yep. And the whole arson/virus thing really set us back. However, we have been working diligently to get us out of the first draft stage.
Jonathan M Thompson
Battlefield Press International LLC
Sorry to jump into an old thread.
Irionite, by its very nature, cannot be incorporated into 5e unless you make it so commonplace as to make it a glorified message stone.
"Ironite amplifies the user's magical power 1000 times" from Spellmonger. Chapter 1 or 2. I can't quite remember which. It is the magical equivalent of giving them a nuke.
There are essentially 2 magical leagues in Spellmonger. Practical Adepts and High Magi. If you give your players Irionite then they go straight into the High Magi tier. Irionite essentially turns them into level 20 spellcasters immediately. The only people that can challenge them are those that also hold Irionite.
That, however, assumes you do justice to Irionite. Other than that, to make it even remotely balanced, even as a legendary item, you would have to make it so underwhelming as to make it Irionite in name only.
Jumping into a realllly old thread. I would think for 5e, you could make irionite a charge? It can only last for a minute or w/e until they master it (level up) then they can use the benefits more often / increase utility? In that case, it would almost be a subclass... Allows them to live in the 5e universe without being OP.
See I would see this as an opportunity for some fun. Instead of making rules for it to work in the world, instead make it so that your PHB casters HAVE to have it to Comcast that way; otherwise, casting times, durations, etc are significantly altered
I too am toying with the idea and here's my thought on this old thread...
1. Ironite can serve as the material component/focus for any spell, effectively negating the necessity. Non-High Magi have to have the stuff to make it work.
2. Grants the spell caster varied levels of sorcery points allowing them to use any meta magics, and allows them to stack them.
3. Grant a Telepathy type spell/power as an action/bonus action depending on size or a feat?
4. Embed a few spells and a limited casting pool of charges. (Can cast X at Y charges out of a pool of Z that restores at dawn)
5. Feedback - Similar to Staff of power retributive against the caster if its broken while attuned
6. Arcane Recovery as Wizard 2x Long Rest
This would give a huge depth of bench to any caster and much by way of flexibility. Its worth noting that to put the 'stress' on the casters, some augment to CR's is likely going to be neccessary to make them be the hero's with the quick casted spell that carefully avoids friends to harm foes. The need to make them really use and reliant on it and then threaten it, I think would make a for great adventure material.
Hey so my idea for irionite was attunement once attuned the weirder get +1 to attack and damage and spell save DC you can also up cast a spell you know to one level you don’t have so if you have access to level 3 spell irionite would let you cast one of your spells at 4th level once per day. The other effect was you can use heightened spell meta magic so you can reroll damage and it would make you feel more powerful best I could think of without making it over powered
All fine ideas. The way I would incorporate both irionite and the magic style of Spellmonger is to:
1. Only casters in campaign are wizards
2. All spells cast as rituals, casting time 10 minutes per level
4 All wizards can “hang” spells on specially crafted items like wands or mage swords — wands are much cheaper but cannot be re-enchanted when spent.
5 irionite allows the wizard to cast per 5e RAW.
I think this comes very close to illustrating the difference between an ordinary mage or foot wizard and a High Mage.
(this is just a bare framework, lots of details to fill in, but that’s the direction I was thinking when I was considering a Spellmonger campaign — before I was distracted by another shiny object) ;)