I'm creating a level 3 wild mage character for my next campaign in 5th edition. As part of his backstory he lost his left eye in an accident, but was taught a spell to enchant a glass eye to be functional as a normal one. The spell can also be used to enchant other items of appropriate size and shape in the same way in case the eye is destroyed or I come across another item which could be more useful, such as a small crystal that could also function as an arcane focus or something that would give a passive detect magic. I'm still fairly new to D&D, so I'm unsure of how to balance the cost of this spell. I currently have it taking 5 days to cast the enchantment and is immune to the effects of wild magic.
There is actually an item that would fulfill part of what you are after called ersatz eye. It is a common magic item so your DM may allow you to start with it.
As for the other parts a passive detect magic without concentration is likely a little strong for an item at 3rd level (warlocks have to spend one of their invocations to be able to cast detect magic at will and they still have to worry about concentration). I would suggest just using detect magic it lasts for 10 minutes which is quite a good period of time and if you spend a sorcery point with extended metamagic it will last for 20 mins for just a first level spell.
You could also refluff a component pouch so that you are carrying around an arcane focus, then when you describe casting a spell your eye could flare up as part of the casting.
Rollback Post to RevisionRollBack
Alston | Level 6 | Human | Cleric | Forge DM | Toril Catastrophe | Rime of the Frostmaiden DM | Clockwork Contingent | Tyranny of Dragons
There is actually an item that would fulfill part of what you are after called ersatz eye. It is a common magic item so your DM may allow you to start with it.
As for the other parts a passive detect magic without concentration is likely a little strong for an item at 3rd level (warlocks have to spend one of their invocations to be able to cast detect magic at will and they still have to worry about concentration). I would suggest just using detect magic it lasts for 10 minutes which is quite a good period of time and if you spend a sorcery point with extended metamagic it will last for 20 mins for just a first level spell.
You could also refluff a component pouch so that you are carrying around an arcane focus, then when you describe casting a spell your eye could flare up as part of the casting.
Thanks for your suggestion. Regarding the magic detection, it wouldn't be a normal ability but rather it was just an example of something I could come across during the campaign which would be more useful than a normal eye if given the enchantment. It would be something that the DM would decide if and when I come across anything like that. I've also currently only done a partial campaign of the Lost Mine of Phandelver where I was playing both a wizard and a cleric due to a lack of other players and we're still trying to finish it. Since I only have the Player's Handbook, I was unaware of the existence of Ersatz Eye.
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
I'm creating a level 3 wild mage character for my next campaign in 5th edition. As part of his backstory he lost his left eye in an accident, but was taught a spell to enchant a glass eye to be functional as a normal one. The spell can also be used to enchant other items of appropriate size and shape in the same way in case the eye is destroyed or I come across another item which could be more useful, such as a small crystal that could also function as an arcane focus or something that would give a passive detect magic. I'm still fairly new to D&D, so I'm unsure of how to balance the cost of this spell. I currently have it taking 5 days to cast the enchantment and is immune to the effects of wild magic.
There is actually an item that would fulfill part of what you are after called ersatz eye. It is a common magic item so your DM may allow you to start with it.
As for the other parts a passive detect magic without concentration is likely a little strong for an item at 3rd level (warlocks have to spend one of their invocations to be able to cast detect magic at will and they still have to worry about concentration). I would suggest just using detect magic it lasts for 10 minutes which is quite a good period of time and if you spend a sorcery point with extended metamagic it will last for 20 mins for just a first level spell.
You could also refluff a component pouch so that you are carrying around an arcane focus, then when you describe casting a spell your eye could flare up as part of the casting.
Off the top of my head:
Optomotric implant:
Level 1, Cast time: 1 hour (ritual)
Range: touch, Components: V, S, M (a small polished orb worth 10gp which the spell consumes)
Duration: instantaneous, School: Transmutaion
Turns the orb into an ersatz eye.
Thanks for your suggestion. Regarding the magic detection, it wouldn't be a normal ability but rather it was just an example of something I could come across during the campaign which would be more useful than a normal eye if given the enchantment. It would be something that the DM would decide if and when I come across anything like that. I've also currently only done a partial campaign of the Lost Mine of Phandelver where I was playing both a wizard and a cleric due to a lack of other players and we're still trying to finish it. Since I only have the Player's Handbook, I was unaware of the existence of Ersatz Eye.