I'm aware that, as a rule, the Spell Save DC for a magic item that casts a spell reflects the lowest practical save DC for the requirement to cast it. For instance, the Wand of Fireballs has a Spell Save DC of 15 because, in order to craft it, you must be able to cast Fireball as a fifth-level spell, meaning you would be a ninth-level caster with a minimum +3 Spellcasting Ability Modifier, so your Spell Save DC would be 8 + 4 Proficiency + 3 SAM = 15.
My question is, for crafted items (or, I suppose, replicated items in the case of an Artificer), are there any rules that allow for adjusting these DC's to reflect your Spell Save DC? If I'm a 20th-level Wizard with a 20 Int, and I make a Wand of Fireballs, my Spell Save DC, even without any other adjustments from magic items, would be 19. By RAW, would the Wand of Fireballs' Spell Save DC still be 15, or would it be 19, reflecting my own Spell Save DC?
I'm aware that, as a rule, the Spell Save DC for a magic item that casts a spell reflects the lowest practical save DC for the requirement to cast it. For instance, the Wand of Fireballs has a Spell Save DC of 15 because, in order to craft it, you must be able to cast Fireball as a fifth-level spell, meaning you would be a ninth-level caster with a minimum +3 Spellcasting Ability Modifier, so your Spell Save DC would be 8 + 4 Proficiency + 3 SAM = 15.
Where is that rule or formula? It's not always the same, really. For example:
My question is, for crafted items (or, I suppose, replicated items in the case of an Artificer), are there any rules that allow for adjusting these DC's to reflect your Spell Save DC? If I'm a 20th-level Wizard with a 20 Int, and I make a Wand of Fireballs, my Spell Save DC, even without any other adjustments from magic items, would be 19. By RAW, would the Wand of Fireballs' Spell Save DC still be 15, or would it be 19, reflecting my own Spell Save DC?
AFAIK, there are no rules for that, except for spell scrolls:
Prerequisites for the Scribe
To scribe a scroll, you must have proficiency in the Arcana skill or with Calligrapher’s Supplies and have the spell prepared on each day of the inscription. You must also have at hand any Material components required by the spell; if the spell consumes its Material components, they are consumed only when you complete the scroll. The scroll’s spell uses your spell save DC and spell attack bonus.
Cantrips
If the scribed spell is a cantrip, the version on the scroll works as if the caster were your level.
That's fair. I guess it's more of a guideline. In 3e/3.5e, it was explicit that found items would reflect the save DC of the lowest possible power level of the creator. I imagine (because this lead to legendary items with bafflingly low DC's) that they updated the guidance to reflect lowest practical power level. So the legendary crystal balls would likely reflect the save DC of a much higher-level caster than, say, a Wand of Fireballs.
Thanks for the feedback! Just gonna have to be a DM call, I suppose.
Artificers run into this with their replicate magic item feature. They can make magic items (infusions) but the items are standard dc saves. So my artificer was maxing out his INT, and had a much higher spell save, but he is still only a half caster. So i wanted to make some infusions to get some extra spells available. But they use the standard magic item dc, which was way lower than my charavters dc.
So at higher levels, a lot of the infusions become useless because most monsters will just beat the save dc.
It would make the dndbeyond website a LOT more complicated dealing with magic items, but it would be great if artificer infusions and items you craft just use your dc.
Artificers run into this with their replicate magic item feature. They can make magic items (infusions) but the items are standard dc saves. So my artificer was maxing out his INT, and had a much higher spell save, but he is still only a half caster. So i wanted to make some infusions to get some extra spells available. But they use the standard magic item dc, which was way lower than my charavters dc.
So at higher levels, a lot of the infusions become useless because most monsters will just beat the save dc.
It would make the dndbeyond website a LOT more complicated dealing with magic items, but it would be great if artificer infusions and items you craft just use your dc.
The thing with infusions is they can be handed out to others, so that's potentially a lot of extra casting power spread around the party. My advice if you're infusing for yourself would be to use Infusions to cover utility options and save your offensive spells for your prep list.
Artificers run into this with their replicate magic item feature. They can make magic items (infusions) but the items are standard dc saves. So my artificer was maxing out his INT, and had a much higher spell save, but he is still only a half caster. So i wanted to make some infusions to get some extra spells available. But they use the standard magic item dc, which was way lower than my charavters dc.
So at higher levels, a lot of the infusions become useless because most monsters will just beat the save dc.
It would make the dndbeyond website a LOT more complicated dealing with magic items, but it would be great if artificer infusions and items you craft just use your dc.
The thing with infusions is they can be handed out to others, so that's potentially a lot of extra casting power spread around the party. My advice if you're infusing for yourself would be to use Infusions to cover utility options and save your offensive spells for your prep list.
Infusions being spread around happens a decent amount. That’s why DMs need to be prepared for them.
I'm aware that, as a rule, the Spell Save DC for a magic item that casts a spell reflects the lowest practical save DC for the requirement to cast it. For instance, the Wand of Fireballs has a Spell Save DC of 15 because, in order to craft it, you must be able to cast Fireball as a fifth-level spell, meaning you would be a ninth-level caster with a minimum +3 Spellcasting Ability Modifier, so your Spell Save DC would be 8 + 4 Proficiency + 3 SAM = 15.
My question is, for crafted items (or, I suppose, replicated items in the case of an Artificer), are there any rules that allow for adjusting these DC's to reflect your Spell Save DC? If I'm a 20th-level Wizard with a 20 Int, and I make a Wand of Fireballs, my Spell Save DC, even without any other adjustments from magic items, would be 19. By RAW, would the Wand of Fireballs' Spell Save DC still be 15, or would it be 19, reflecting my own Spell Save DC?
Where is that rule or formula? It's not always the same, really. For example:
- Crystal Ball of Mind Reading: Detect Thoughts (save DC 17)
- Crystal Ball of Telepathy: Suggestion (save DC 17)
- Demonomicon of Iggwilv: Magic Circle (save DC 20)
- Helm of Brilliance: save DC 18 for Fireball (fire opal) or Wall of Fire (ruby)
- Potion of Animal Friendship: the level 3 version of the Animal Friendship spell (save DC 13)
AFAIK, there are no rules for that, except for spell scrolls:
If they're interesting to anyone, here are some threads about crafting:
That's fair. I guess it's more of a guideline. In 3e/3.5e, it was explicit that found items would reflect the save DC of the lowest possible power level of the creator. I imagine (because this lead to legendary items with bafflingly low DC's) that they updated the guidance to reflect lowest practical power level. So the legendary crystal balls would likely reflect the save DC of a much higher-level caster than, say, a Wand of Fireballs.
Thanks for the feedback! Just gonna have to be a DM call, I suppose.
Artificers run into this with their replicate magic item feature. They can make magic items (infusions) but the items are standard dc saves. So my artificer was maxing out his INT, and had a much higher spell save, but he is still only a half caster. So i wanted to make some infusions to get some extra spells available. But they use the standard magic item dc, which was way lower than my charavters dc.
So at higher levels, a lot of the infusions become useless because most monsters will just beat the save dc.
It would make the dndbeyond website a LOT more complicated dealing with magic items, but it would be great if artificer infusions and items you craft just use your dc.
Well, many Magic Items follow your formula, that's true, like a Spell Scroll or an Enspelled Weapon. But as we were saying, it's not always like that.
You're welcome! I'm sure a good DM would find a way to allow what you need :)
The thing with infusions is they can be handed out to others, so that's potentially a lot of extra casting power spread around the party. My advice if you're infusing for yourself would be to use Infusions to cover utility options and save your offensive spells for your prep list.
boots of elvinkind, helm of awareness, wand of magic detection
The wand lets me get "detect magic" off my prepared spell list and put something else more useful on.
THe others are advantage on stealth and advantage on initiative, so those magic items don't have a spell save dc to worry about.
If I play, I never stock detect magic. Waste of a slot, when instead I could stock grease to make all the encounters funnier.
Infusions being spread around happens a decent amount. That’s why DMs need to be prepared for them.
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