So, I have a new campaign coming up and I want to give it some unique flavor that falls somewhere between Final Fantasy 7's Materia System and traditional D&D. Since I don't want to track a few dozen individual items of various strength, I'm creating templates for items that grow with the players according to their proficiency bonus.
Example:
"Elemental Orb"[Uncommon; Optional Attunement]
While holding this "orb", you gain the ability to cast [Insert Appropriate Cantrip] at will.
If Attuned, the orb no longer needs to be held and you gain a number charges equal to your proficiency bonus that renew each dawn and can be used to cast the following spells at their lowest level:
(2 Charges) Absorb Elements [Type] (3 Charges) Elemental Weapon (Self-Only) [Type], Protection from Energy (Self-Only) [Type] (4 Charges) Conjure Elemental Spirit [Type] (5 Charges) Investiture of [Type] (6 Charges) ???
*3&4 Charge abilities imitate "slotting" materia into weapon/armor, and "Summons"
Using Proficiency in this way helps to both limit how often an ability can be used and at what level. The 2 and 3 charge abilities arrive when a full caster would normally gain access to them, and the 4-6 charge abilities are on a 1 Spell Level delay, so that a mid-level caster will be clearly ahead of the curve.
Haven't decided what the (6 Charge) ability should be yet, but I want it to be something significant. Maybe using it consumes the orb and permanently transforms the player in some flavorful way.
Additional Context:
The assumption is that only a small percentage of the global population is capable of attuning to these "orbs" and activating their stronger abilities, but industrious individuals have found ways to merge shards with technology to achieve a number of effects. This grants wealthy militias access to mass produced elemental weapons and "guns".
Monster "champions" can also be mutated by exposure to shards in the wild, granting them an array of appropriate enhancements.
This likely bumps up the Offensive Difficulty of the world overall, and makes resistances/vulnerabilities a more regular obstacle.
The Ask:
I'm looking for feedback on content and balance, and suggestions for other templates (restorative, martial, Monster Ability, etc...)
How risky would it be to drop the concentration requirement for the spells?
So, I have a new campaign coming up and I want to give it some unique flavor that falls somewhere between Final Fantasy 7's Materia System and traditional D&D. Since I don't want to track a few dozen individual items of various strength, I'm creating templates for items that grow with the players according to their proficiency bonus.
Example:
"Elemental Orb" [Uncommon; Optional Attunement]
While holding this "orb", you gain the ability to cast [Insert Appropriate Cantrip] at will.
If Attuned, the orb no longer needs to be held and you gain a number charges equal to your proficiency bonus that renew each dawn and can be used to cast the following spells at their lowest level:
(2 Charges) Absorb Elements [Type]
(3 Charges) Elemental Weapon (Self-Only) [Type], Protection from Energy (Self-Only) [Type]
(4 Charges) Conjure Elemental Spirit [Type]
(5 Charges) Investiture of [Type]
(6 Charges) ???
*3&4 Charge abilities imitate "slotting" materia into weapon/armor, and "Summons"
Using Proficiency in this way helps to both limit how often an ability can be used and at what level. The 2 and 3 charge abilities arrive when a full caster would normally gain access to them, and the 4-6 charge abilities are on a 1 Spell Level delay, so that a mid-level caster will be clearly ahead of the curve.
Haven't decided what the (6 Charge) ability should be yet, but I want it to be something significant. Maybe using it consumes the orb and permanently transforms the player in some flavorful way.
Additional Context:
The assumption is that only a small percentage of the global population is capable of attuning to these "orbs" and activating their stronger abilities, but industrious individuals have found ways to merge shards with technology to achieve a number of effects. This grants wealthy militias access to mass produced elemental weapons and "guns".
Monster "champions" can also be mutated by exposure to shards in the wild, granting them an array of appropriate enhancements.
This likely bumps up the Offensive Difficulty of the world overall, and makes resistances/vulnerabilities a more regular obstacle.
The Ask:
I'm looking for feedback on content and balance, and suggestions for other templates (restorative, martial, Monster Ability, etc...)
How risky would it be to drop the concentration requirement for the spells?
Thoughts?
Reference:
Final Fantasy VII: Materia System for 5e