Hello there! So. Here is the thing. I am mainly a 3.5 edition player, and I was working on some homebrewed spells for third edition. Namelly, I was thinking about, how many magic items on the third edition dont have any spell that quite perfectly replicates its effects and I begun working on some spells that could act as a more proper counterparts to some effects magic itens have... However, then, I realised, some of these spells effectively might render the process of creating magic itens itself, as described on the DM guide, outdated, as they basically, well... Created magical itens.
But THEN I realised: Hey! On fifth edition, there is no such thing as iten creation feats, is there? In fact, as far as I am aware, I am not sure if there is any official rulings, on fifth edition, concerning letting players make their own magic itens. So... Why not making spells dedicated to creating then?
Now, I am going to show the following spells on their "third edition" form, because there are aspects of then that I dont quite know how to adapt into fifth edition, and, well... The whole point of this is to... Get, help, into how to adapt then into fifth edition. Allrighty! Here we go!
Imbue Weapon.
Transmutation.
Sor/Wiz: 4. Cler: 4.
Casting Time: One minute( Read description ).
Components: V, S( Read description. )
Target: One mundane weapon.
Duration: 1 hour/level OR 1 hour/level until discharged( Read description. )
Save: Read description.
Spell Resistance: Read description.
This spell allows you to imbue a non-magical weapon with a third level or below spell you know. You must know the spell and cast it normally during the casting process of this spell: The imbued spell will be subtracted from your daily amount of spells and, if you need to prepare spells, you need to have the spell you wish to imbue prepared beforehand. For all relevant effects, you cast both this spell and the spell you wish to imbue simultaneously: The actual casting time of "Imbue Weapon" is the time indicated above or the time normally required to cast the imbued spell, whichever is higher: And any material or experience points normally required to cast the "imbued" spell must still be contributed as normal. The "imbued" spell also must have one or more targets to work.
When you cast "Imbue Weapon", you must decide whether the imbued spell will affect the wielder, or the targets hit by the weapon. Depending on which version you pick, the spell has slightly different effects:
Wielder: The spell will exert its effect upon the wielder for as long as he continues to wield the weapon. If the imbued spell would allow for a save, the wielder will make its saving throw as normal: However, it will be made against the DC of Imbue Weapon. A spell imbued this way must have a duration different from "Instant" or "Concentration."
On Hit: The spell will activate its effect on the first target hit by the weapon, just as if the spell imbued had originally been cast on then. Simply touching the weapon is not enough: The weapon must hit the target and deal at least one point of damage for this effect to activate. The target will be able to make any saves the original spell would allow and apply its Spell Resistance, and the saves will be against the DC of "Imbue Weapon." Once the spell is activated once, the effect of "Imbue weapon" upon the weapon itself will end, and the effect of the imbued spell on the target hit will function for the duration of the original spell. A spell with a duration of "Concentration" may not be imbued, but a spell with a duration of "Instantenous" can.
If the spell description specifies that it only works on a given kind of creature, and the weapon hits a different kind of creature, the spell will not be activated: However, the spell will activate normally( And be wasted ) if it hits a kind of creature that technically could be targeted by the spell, but that happens to be immune to it. For a example, if a weapon imbued with Charm Person hits a zombie, the effect of Charm Person will not be activated, given that zombies are not humanoid for the purposes of this spell, and it will still be able to activate its effect as normal on the event it is used against a humanoid. However, if a spell imbued with Suggestion hits a zombie, then Suggestion will be triggered and thus wasted, as Suggestion has no limits on what kind of creature it may target: It simply happens that zombies are immune to it.
Regardless of which version of the spell is activated, a "imbued" weapon will be, for as long as the spell is active, for all relevant effects treated as a magical weapon. Its save bonuses will be equal to half of the spellcaster level +2 or the save modifiers of its wielder, whichever is higher.
"Imbue Weapon" may be dispelled by any effect that would dispel its imbued spell. Retroactivelly, this also means that it-Cannot-Be dispelled by any effect, that wouldnt be able to dispel its imbued spell. For a example, if Imbue Weapon is used to imbue a weapon with "Bestow Curse", then it cannot be dispelled by "Dispel Spell", but it -Can-Be dispelled by "Remove Curse."
Imbue Permanent Weapon.
Transmutation.
Sor/Wiz 9, Cleric 9.
Components: V, S, XP.
Duration: Permanent.
As "Imbue Weapon", but the effect is permanent, and there is no level limitation on spells that may be imbued. If this spell is used to create a "On Hit" effect, then instead of activating only once, it will activate the first time per day it hits a target that fits the original spell parameters.
XP cost: In addition to any XP cost of the imbued spell, Imbue Permanent Weapon has a XP cost of 500xthe spell level.
Brew Potion.
Transmutation.
Sor/Wiz 4, Cleric 4, Druid 4.
Casting Time: One hour.
Components: V, S, M.
Effect: A vial of 500 ml of a magical potion.
Duration: Permanent until discharged( Read description. )
Save: Read description.
Spell Resistance: Read description.
Brews a magical potion, containing the effect of a third level or below spell. The spell must be a spell the caster knows and, if the caster needs to prepare its spells, it must be prepared when he casts it: And the spell will be subtracted from his daily spells limit or prepared spells as normal. For all relevant spells, the caster casts both the spell imbued within the potion and Brew Potion simultaenously: The casting time will be the casting time indicated above or the casting time of the imbued spell, whichever is higher: And any material or XP components of the original spell must still be contributed. The spell imbued must affect one or more targets, and its duration cannot be "Concentration.'
Once brewed, the potion will bestow the effects of the prepared spell upon the first being that drinks it, just as if the spell had originally been cast on then. It is necessary to drink over 50% of the volume of the potion to receive its effects: It is impossible for more then one person to benefit from the effects of the same potion. Even if the spell volume is altered through magical means, this percentage will not be affected. If for some reason it becomes impossible for any one being to drink more then 50% of the potion( From the other half somehow being contaminated or desttroyed, for a example ), any remaining part of the potion will be wasted. If the original spell allowed for saves to be made against it or for the target to apply its Spell Resistance, then it may still be applied as normal, but it will be against the DC of Brew Potion.
Brew Potion requires a certain amount of alchemical knowledge to cast safelt: After the spell is cast, the caster must succeed on a row of Craft( Alchemy ) against a DC of 20+ the level of the imbued spell. It is impossible to "Choose 20" on this test, but a caster may "Choose 10". If they succeed, then the spell will be cast as normal: If they fail, then instead of its usual effect, the spell will produce a deadly poison, which will cause 1d6 temporary Constitution damage on anyone who drinks it and fails a Fortitude save, as well as leave then nauseated for a hour. The caster will not know whether this is the case until someone drinks the potion: The only tell is that magical detection spells like "Detect magic" will detect the effect of Imbued Potion, but not of any spell imbued upon it.
Brew Potion may be dispelled by any spell that would dispel its imbued spell. Retroactivelly, it may-Not-Be dispelled by any spell that wouldnt dispel its imbued spell. If it creates its venon effect, then it can be dispelled as normal, and the effect of the venon will also be negated as normal if "Negate Poison" is cast upon it.
Material Components: Unlike most spells with material components, the precise material components of Brew Potion depend on the nature of the imbued spell, usually including a variety of vare herbs. While the DM should decide the precise components of a potion, their estimated cost should be equal to 500x the level of the imbued spell.
So. As for adapting it into fifth edition.
First of all, while I dont know the details, I do know for a fact, that magic itens are rarer on fifth edition then on previous editions. So, I guess that hard fans of the fifth edition will probably not even like the idea of these spells being on the game at all.
For those who are at least open to the question: Firstly, I... Taking the opportunity that sorcerers and wizards now have a separate spell list, I DO like the idea, of these "iten creation spells" not being avaliable to sorcerers. Or maybe even being a wizard exclusive thing( I mean, the sorcerers are now the only ones who can use metamagy, kind of... So it would be fair for wizards to be the only ones who can use magic to create permanent magical itens too. ). Most importantly: I wonder: Should I replace the XP cost of "Imbue Permanent Weapon" with something else? Because, one of the ideas of fifth edition which I did actually liked( And I say that, despite usually standing by my point when I say third edition is better then fifth ) was replacing experience points costs with different, often more creative penalties.
And how would these spells interact with concentration spells? Concentration is a LOT more common of a mechanic on fifth edition then on third( Which I really dont like ), as part of then debuffing spellcasters by, for one, limiting how many different powerfull buffs/debuffs they can sustain in combat at the same time( Which I... Dont like, as I said. ). So, it would probably be too restrictive to make these spells not be able to replicate the effect of any spell that requires concentration.
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
Hello there! So. Here is the thing. I am mainly a 3.5 edition player, and I was working on some homebrewed spells for third edition. Namelly, I was thinking about, how many magic items on the third edition dont have any spell that quite perfectly replicates its effects and I begun working on some spells that could act as a more proper counterparts to some effects magic itens have... However, then, I realised, some of these spells effectively might render the process of creating magic itens itself, as described on the DM guide, outdated, as they basically, well... Created magical itens.
But THEN I realised: Hey! On fifth edition, there is no such thing as iten creation feats, is there? In fact, as far as I am aware, I am not sure if there is any official rulings, on fifth edition, concerning letting players make their own magic itens. So... Why not making spells dedicated to creating then?
Now, I am going to show the following spells on their "third edition" form, because there are aspects of then that I dont quite know how to adapt into fifth edition, and, well... The whole point of this is to... Get, help, into how to adapt then into fifth edition. Allrighty! Here we go!
Imbue Weapon.
Transmutation.
Sor/Wiz: 4. Cler: 4.
Casting Time: One minute( Read description ).
Components: V, S( Read description. )
Target: One mundane weapon.
Duration: 1 hour/level OR 1 hour/level until discharged( Read description. )
Save: Read description.
Spell Resistance: Read description.
This spell allows you to imbue a non-magical weapon with a third level or below spell you know. You must know the spell and cast it normally during the casting process of this spell: The imbued spell will be subtracted from your daily amount of spells and, if you need to prepare spells, you need to have the spell you wish to imbue prepared beforehand. For all relevant effects, you cast both this spell and the spell you wish to imbue simultaneously: The actual casting time of "Imbue Weapon" is the time indicated above or the time normally required to cast the imbued spell, whichever is higher: And any material or experience points normally required to cast the "imbued" spell must still be contributed as normal. The "imbued" spell also must have one or more targets to work.
When you cast "Imbue Weapon", you must decide whether the imbued spell will affect the wielder, or the targets hit by the weapon. Depending on which version you pick, the spell has slightly different effects:
Wielder: The spell will exert its effect upon the wielder for as long as he continues to wield the weapon. If the imbued spell would allow for a save, the wielder will make its saving throw as normal: However, it will be made against the DC of Imbue Weapon. A spell imbued this way must have a duration different from "Instant" or "Concentration."
On Hit: The spell will activate its effect on the first target hit by the weapon, just as if the spell imbued had originally been cast on then. Simply touching the weapon is not enough: The weapon must hit the target and deal at least one point of damage for this effect to activate. The target will be able to make any saves the original spell would allow and apply its Spell Resistance, and the saves will be against the DC of "Imbue Weapon." Once the spell is activated once, the effect of "Imbue weapon" upon the weapon itself will end, and the effect of the imbued spell on the target hit will function for the duration of the original spell. A spell with a duration of "Concentration" may not be imbued, but a spell with a duration of "Instantenous" can.
If the spell description specifies that it only works on a given kind of creature, and the weapon hits a different kind of creature, the spell will not be activated: However, the spell will activate normally( And be wasted ) if it hits a kind of creature that technically could be targeted by the spell, but that happens to be immune to it. For a example, if a weapon imbued with Charm Person hits a zombie, the effect of Charm Person will not be activated, given that zombies are not humanoid for the purposes of this spell, and it will still be able to activate its effect as normal on the event it is used against a humanoid. However, if a spell imbued with Suggestion hits a zombie, then Suggestion will be triggered and thus wasted, as Suggestion has no limits on what kind of creature it may target: It simply happens that zombies are immune to it.
Regardless of which version of the spell is activated, a "imbued" weapon will be, for as long as the spell is active, for all relevant effects treated as a magical weapon. Its save bonuses will be equal to half of the spellcaster level +2 or the save modifiers of its wielder, whichever is higher.
"Imbue Weapon" may be dispelled by any effect that would dispel its imbued spell. Retroactivelly, this also means that it-Cannot-Be dispelled by any effect, that wouldnt be able to dispel its imbued spell. For a example, if Imbue Weapon is used to imbue a weapon with "Bestow Curse", then it cannot be dispelled by "Dispel Spell", but it -Can-Be dispelled by "Remove Curse."
Imbue Permanent Weapon.
Transmutation.
Sor/Wiz 9, Cleric 9.
Components: V, S, XP.
Duration: Permanent.
As "Imbue Weapon", but the effect is permanent, and there is no level limitation on spells that may be imbued. If this spell is used to create a "On Hit" effect, then instead of activating only once, it will activate the first time per day it hits a target that fits the original spell parameters.
XP cost: In addition to any XP cost of the imbued spell, Imbue Permanent Weapon has a XP cost of 500xthe spell level.
Brew Potion.
Transmutation.
Sor/Wiz 4, Cleric 4, Druid 4.
Casting Time: One hour.
Components: V, S, M.
Effect: A vial of 500 ml of a magical potion.
Duration: Permanent until discharged( Read description. )
Save: Read description.
Spell Resistance: Read description.
Brews a magical potion, containing the effect of a third level or below spell. The spell must be a spell the caster knows and, if the caster needs to prepare its spells, it must be prepared when he casts it: And the spell will be subtracted from his daily spells limit or prepared spells as normal. For all relevant spells, the caster casts both the spell imbued within the potion and Brew Potion simultaenously: The casting time will be the casting time indicated above or the casting time of the imbued spell, whichever is higher: And any material or XP components of the original spell must still be contributed. The spell imbued must affect one or more targets, and its duration cannot be "Concentration.'
Once brewed, the potion will bestow the effects of the prepared spell upon the first being that drinks it, just as if the spell had originally been cast on then. It is necessary to drink over 50% of the volume of the potion to receive its effects: It is impossible for more then one person to benefit from the effects of the same potion. Even if the spell volume is altered through magical means, this percentage will not be affected. If for some reason it becomes impossible for any one being to drink more then 50% of the potion( From the other half somehow being contaminated or desttroyed, for a example ), any remaining part of the potion will be wasted. If the original spell allowed for saves to be made against it or for the target to apply its Spell Resistance, then it may still be applied as normal, but it will be against the DC of Brew Potion.
Brew Potion requires a certain amount of alchemical knowledge to cast safelt: After the spell is cast, the caster must succeed on a row of Craft( Alchemy ) against a DC of 20+ the level of the imbued spell. It is impossible to "Choose 20" on this test, but a caster may "Choose 10". If they succeed, then the spell will be cast as normal: If they fail, then instead of its usual effect, the spell will produce a deadly poison, which will cause 1d6 temporary Constitution damage on anyone who drinks it and fails a Fortitude save, as well as leave then nauseated for a hour. The caster will not know whether this is the case until someone drinks the potion: The only tell is that magical detection spells like "Detect magic" will detect the effect of Imbued Potion, but not of any spell imbued upon it.
Brew Potion may be dispelled by any spell that would dispel its imbued spell. Retroactivelly, it may-Not-Be dispelled by any spell that wouldnt dispel its imbued spell. If it creates its venon effect, then it can be dispelled as normal, and the effect of the venon will also be negated as normal if "Negate Poison" is cast upon it.
Material Components: Unlike most spells with material components, the precise material components of Brew Potion depend on the nature of the imbued spell, usually including a variety of vare herbs. While the DM should decide the precise components of a potion, their estimated cost should be equal to 500x the level of the imbued spell.
So. As for adapting it into fifth edition.
First of all, while I dont know the details, I do know for a fact, that magic itens are rarer on fifth edition then on previous editions. So, I guess that hard fans of the fifth edition will probably not even like the idea of these spells being on the game at all.
For those who are at least open to the question: Firstly, I... Taking the opportunity that sorcerers and wizards now have a separate spell list, I DO like the idea, of these "iten creation spells" not being avaliable to sorcerers. Or maybe even being a wizard exclusive thing( I mean, the sorcerers are now the only ones who can use metamagy, kind of... So it would be fair for wizards to be the only ones who can use magic to create permanent magical itens too. ). Most importantly: I wonder: Should I replace the XP cost of "Imbue Permanent Weapon" with something else? Because, one of the ideas of fifth edition which I did actually liked( And I say that, despite usually standing by my point when I say third edition is better then fifth ) was replacing experience points costs with different, often more creative penalties.
And how would these spells interact with concentration spells? Concentration is a LOT more common of a mechanic on fifth edition then on third( Which I really dont like ), as part of then debuffing spellcasters by, for one, limiting how many different powerfull buffs/debuffs they can sustain in combat at the same time( Which I... Dont like, as I said. ). So, it would probably be too restrictive to make these spells not be able to replicate the effect of any spell that requires concentration.