Preface:new to dnd and new to this site if it’s in the wrong place I’m sorry
so I was wondering if an artificer would be able to make an electromagnet (to basically steal the weapons from an enemy’s hand) which led me to think about how it would be done and that it would need power and so I was wondering if a generator was reduced would it still hold the original power creation? Or would it be reduced to scale with the size of the generator when it was reduced? Maybe it would be better to have a mini one and enlarge it since the spell wears off?
With the kind of chemical battery an artificer would be making, it's capacity/the capacitor would be decreased or increased as well (if, of course, the DM allows this as a method of disarming). I'd say that if the battery is fully charged (or charged above a certain percent) and its size was reduced, the overcharge would make it explode (or if I were being lenient, a probability of explosion, but that would be high -- like, anything other than a Nat 20). If the battery was enlarged, it would have a higher capacity, but the stored capacity would not automatically increase (ie, before it had enough juice that you could use it twice before recharging, now you can use it 3 times). If its capacity was above the limit for the normal size when enlarge wears off, same risks apply as shrinking it.
This could also allow for weapon progression -- your artificer eventually invents circuit breakers, and can reduce these risks and maybe amp the weapon further as well.
Since this is a fantasy world and magic literally breaks physics by definition, I would just make it work based on how you think it should be used. Since the electromagnet and generator are both entirely homebrew, their "regular" size can be whatever you want and the effects of E/R can be whatever keeps the game from breaking.
Treat is as something similar to the spell heat metal, but you can reduce movement or disarm if they fail their strength saving throw. Obviously you can flavor it however but it might be an easy work around.
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"Where words fail, swords prevail. Where blood is spilled, my cup is filled" -Cartaphilus
"I have found the answer to the meaning of life. You ask me what the answer is? You already know what the answer to life is. You fear it more than the strike of a viper, the ravages of disease, the ire of a lover. The answer is always death. But death is a gentle mistress with a sweet embrace, and you owe her a debt of restitution. Life is not a gift, it is a loan."
Preface:new to dnd and new to this site if it’s in the wrong place I’m sorry
so I was wondering if an artificer would be able to make an electromagnet (to basically steal the weapons from an enemy’s hand) which led me to think about how it would be done and that it would need power and so I was wondering if a generator was reduced would it still hold the original power creation? Or would it be reduced to scale with the size of the generator when it was reduced? Maybe it would be better to have a mini one and enlarge it since the spell wears off?
When smaller i don't think they'd have the same power output, but when enlarged it would definitely get a buff.
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With the kind of chemical battery an artificer would be making, it's capacity/the capacitor would be decreased or increased as well (if, of course, the DM allows this as a method of disarming). I'd say that if the battery is fully charged (or charged above a certain percent) and its size was reduced, the overcharge would make it explode (or if I were being lenient, a probability of explosion, but that would be high -- like, anything other than a Nat 20). If the battery was enlarged, it would have a higher capacity, but the stored capacity would not automatically increase (ie, before it had enough juice that you could use it twice before recharging, now you can use it 3 times). If its capacity was above the limit for the normal size when enlarge wears off, same risks apply as shrinking it.
This could also allow for weapon progression -- your artificer eventually invents circuit breakers, and can reduce these risks and maybe amp the weapon further as well.
Birgit | Shifter | Sorcerer | Dragonlords
Shayone | Hobgoblin | Sorcerer | Netherdeep
Since this is a fantasy world and magic literally breaks physics by definition, I would just make it work based on how you think it should be used. Since the electromagnet and generator are both entirely homebrew, their "regular" size can be whatever you want and the effects of E/R can be whatever keeps the game from breaking.
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(Artificer) Swordmage | Glasswright | (Barbarian) Path of the Savage Embrace
(Bard) College of Dance | (Fighter) Warlord | Cannoneer
(Monk) Way of the Elements | (Ranger) Blade Dancer
(Rogue) DaggerMaster | Inquisitor | (Sorcerer) Riftwalker | Spellfist
(Warlock) The Swarm
Treat is as something similar to the spell heat metal, but you can reduce movement or disarm if they fail their strength saving throw. Obviously you can flavor it however but it might be an easy work around.
"Where words fail, swords prevail. Where blood is spilled, my cup is filled" -Cartaphilus
"I have found the answer to the meaning of life. You ask me what the answer is? You already know what the answer to life is. You fear it more than the strike of a viper, the ravages of disease, the ire of a lover. The answer is always death. But death is a gentle mistress with a sweet embrace, and you owe her a debt of restitution. Life is not a gift, it is a loan."
I honestly don’t think there is a wrong answer to this scenario as there are no rules to govern it. That’s what DMs are for after all.
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