Hello all! During my play sessions, one of my players has been real interested in Leomund's Secret Chest (for various reasons) but really didn't want to take it due to the very high chance the chest would just vanish so I tried to make it more viable while still making the player spend a bit of money to keep these spells going. And since it's in a similar vein, I also retooled Drawmij's Instant Summons as it suffers a similar problem of having to spend 1,000 gp PER cast which is ridiculous for a tiny item. I also added a higher level cost functionality to them to allow high level wizards to do cooler things for a storyline. Let me know how I can make these spells better or if the idea is busted somehow. As always, feel free to use the ideas in your games, just give credit where it is due
Leomund's Secret Chest
Note: All costs for the item remain the same Description: You hide a chest, and all its contents, on the Ethereal Plane. You must touch the chest with the miniature replica that serves as a material component for the spell. The chest can contain up to 12 cubic ft of nonliving material (3 ft by 2 ft by 2 ft). While the chest remains on the Ethereal Plane, you can use an action and touch the miniature to recall the chest. It appears in an unoccupied space on the ground within 5 ft of you. You can send the chest back to the Ethereal Plane by using an action and touching the chest with the replica. After 60 days, there is a 25 percent chance when you next summon the chest, the miniture will break and the spell's effect ends. This effect also ends if you cast this spell on a different chest, if the miniature is destroyed, or if you choose to end the spell as an action. If the spell ends and the chest is on the Ethereal Plane, it is irretrievably lost. At Higher Levels: If you cast this spell using a spell slot of 6th level or higher, the replica only has a 10 percent chance to break due to summoning the chest. If you cast this spell using a spell slot of 8th level or higher, the replica will never break due to summoning the item.
Drawmij's Instant Summons
Note: All costs for the item remain the same Description: You touch an object weighing 10 pounds or less whose longest dimension is 6 ft or less. The spell leaves an invisible mark on its surface and invisibly inscribes the name of the item on the sapphire you use as the material component. Each time you cast this spell, you must use a different sapphire. At any time thereafter, you can use your action, while holding the sapphire, to speak the item's name. The item instantly appears in your hand or within an unoccupied space within 5 ft of you, regardless of physical or planar distances. Each time you summon the item, there is a 25 percent chance that when the item is summoned, the sapphire breaks and the spell ends. If another creature is holding or carrying the item, using the sapphire doesn't transport the item to you, but instead you learn who the creature possessing the object is and roughly where that creature is located at that moment. The sapphire cannot break due to this effect. Dispel Magic or a similar effect successfully applied to the sapphire ends this spell's effect. At Higher Levels: If you cast this spell using a spell slot of 8th level or higher, the sapphire will never break due to summoning the item.
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"Whoever loves discipline loves knowledge, but he who hates correction is stupid." Proverbs 12:1
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Hello all! During my play sessions, one of my players has been real interested in Leomund's Secret Chest (for various reasons) but really didn't want to take it due to the very high chance the chest would just vanish so I tried to make it more viable while still making the player spend a bit of money to keep these spells going. And since it's in a similar vein, I also retooled Drawmij's Instant Summons as it suffers a similar problem of having to spend 1,000 gp PER cast which is ridiculous for a tiny item. I also added a higher level cost functionality to them to allow high level wizards to do cooler things for a storyline. Let me know how I can make these spells better or if the idea is busted somehow. As always, feel free to use the ideas in your games, just give credit where it is due
Leomund's Secret Chest
Note: All costs for the item remain the same Description: You hide a chest, and all its contents, on the Ethereal Plane. You must touch the chest with the miniature replica that serves as a material component for the spell. The chest can contain up to 12 cubic ft of nonliving material (3 ft by 2 ft by 2 ft).
While the chest remains on the Ethereal Plane, you can use an action and touch the miniature to recall the chest. It appears in an unoccupied space on the ground within 5 ft of you. You can send the chest back to the Ethereal Plane by using an action and touching the chest with the replica.
After 60 days, there is a 25 percent chance when you next summon the chest, the miniture will break and the spell's effect ends. This effect also ends if you cast this spell on a different chest, if the miniature is destroyed, or if you choose to end the spell as an action. If the spell ends and the chest is on the Ethereal Plane, it is irretrievably lost.
At Higher Levels: If you cast this spell using a spell slot of 6th level or higher, the replica only has a 10 percent chance to break due to summoning the chest. If you cast this spell using a spell slot of 8th level or higher, the replica will never break due to summoning the item.
Drawmij's Instant Summons
Note: All costs for the item remain the same Description: You touch an object weighing 10 pounds or less whose longest dimension is 6 ft or less. The spell leaves an invisible mark on its surface and invisibly inscribes the name of the item on the sapphire you use as the material component. Each time you cast this spell, you must use a different sapphire.
At any time thereafter, you can use your action, while holding the sapphire, to speak the item's name. The item instantly appears in your hand or within an unoccupied space within 5 ft of you, regardless of physical or planar distances. Each time you summon the item, there is a 25 percent chance that when the item is summoned, the sapphire breaks and the spell ends.
If another creature is holding or carrying the item, using the sapphire doesn't transport the item to you, but instead you learn who the creature possessing the object is and roughly where that creature is located at that moment. The sapphire cannot break due to this effect.
Dispel Magic or a similar effect successfully applied to the sapphire ends this spell's effect.
At Higher Levels: If you cast this spell using a spell slot of 8th level or higher, the sapphire will never break due to summoning the item.
"Whoever loves discipline loves knowledge, but he who hates correction is stupid." Proverbs 12:1