I'm thinking up a Rare +0 magical weapon to be held and therefore dropped by a (potential) future boss. The boss would be centred around being skilled, instead of powerful, and dedicated to putting down casters. Probably a versatile sword of some sort - the main gimmick of the weapon would be that the wielder may use their reaction and make a roll that, if they succeed, forces the spell to fail. I don't think this is the same as counterspell because, as written, counterspell interrupts casting, not the achieved result of the casting.
What I have right now is as follows: "If you are the target of a spell you can see, you may use your reaction to make an Intelligence (Arcana) check. If your result exceeds the spell save DC of the caster + the spell's level, the spell fails. When you use this feature, you cannot use it again until the next dawn."
I don't feel like the way I've written it is very balanced, though I'm unsure of what to do to edit it and would like to ask if anyone had any advice. Do you think the reaction should just be "You cast Counterspell at 3rd level"? Or something else entirely?
So the biggest question: how is "the spell fails" mechanically different from casting counterspell? I understand your flavoring difference, but that's all flavor, and is very easy to handle in-game. But that distinction seems important to you, so I'd say take a moment to clarify how you want it to be different from just countering the spell. And if you don't have a mechanical difference, then yes: "as a reaction when a spell targets you, you may cast Counterspell at third level. Intelligence is your spellcasting ability for it."
That's a good question. I think, originally, I wanted there to be a spell turning mechanic to the weapon and figured combining the two effects into one flavour-pile would flow better than * You can counterspell. * You can turn the spell if your roll result beats the threshold by 5/10 or something.
I suppose I was just unsure if there was a mechanical difference between disrupting the casting of a spell (counterspell), and destroying the spell after it has technically been cast and is currently flying through the air at you. Thanks for the advice, I think I'll do as you suggest and just grant the wielder a counterspell. If there's anything I'm missing or misunderstanding, please let me know!
Just to offer a "spell turning" alternative, since that seemed to be part of the initial design, how about something like this? The balance comes into effect that spell save DC + spells level is a pretty high barrier to start with against someone who is a primary spell caster. Counterspell is just 10 + spell level.
f you are the target of a spell you can see, you may use your reaction to make an Intelligence (Arcana) check. If your result exceeds the spell save DC of the caster + the spell's level, the spell is absorbed into your sword. Then, as an Action on a future turn, you may unleash this stored spell as though you were casting the spell at the same level (lowest level?) of the initial spell. Use your Intelligence modifier for the purpose of casting this spell. You can store no more than one spell in your sword at a time and any attempt to store a second spell will automatically fail. Any spell stored by this ability will be removed after a short or long rest.
Give it 1 charge, recharges 1/day at dawn. Add anothers posters comment on absorb/unleash spell... Or... Increases atk/dmg based on spell countered/absorbed. Lvl 2 spell = +2 weapon enhancement bonus. Lv7 finger of death? Nope! Now he's got a +7 weapon. Adjustments may vary lasts for 1 min or something
I like that spell-turning suggestion, Warranto. I'll see what I can cook up with it.
Lgknight420, I'm not so certain on the idea of slurping up 7th level spells and making the weapon +7. I feel while it'd be fun and powerful, it'd perhaps be way too strong in the hands of whichever player takes it. I'm open to the idea though, it sounds cool.
I think Spell Absorption would be more to flavour with the boss that would be using it, which would be similar to an Eldritch Knight, but this boss would be CR10, 11 at most. Spell Turning was the original intention, but I think the idea of a knight sapping a spell from mid-air and using it (either to fuel their own spells, or casting it back at the players) is very on point. Though, it is only rare...
You could make it a mix of the two. Something like the Rod of Absorption, but with only 25 charges. But make the reaction require an Arcana check against the spell save DC of the caster and on a 20 it reflects instead of storing.
I think that could work. My woe would be the weapon becoming inert like the Rod, it just wouldn't make sense for the item itself. The sword also only cares if the wielder is "a target", not that they're the only target. Perhaps it stores up to 15/20 with the payoff of not breaking or becoming inert if that limit is reached. The boss would have, perhaps 10 charges stored, 10 free to capture enemy spells. And have to keep cycling through captured spells or they're suddenly vulnerable to spells again? Plus the reflect clause.
Just remember, you cannot make it only make sense for the bad guy, it still has to be balanced for the PCs once they kill the bad guy and take it. That’s why the wielder hshould be “the target” not just “a target.”
I don't think straight up absorb elements is the right flavour of what I'm looking for, Bhuraelea, but it's an interesting idea to have affixed to an object. Perhaps a suit of armour?
You make a good point Sposta, the design doesn't straight up die if the target wording changes, so that'll be fixed. I'll edit this reply with the new version of the weapon.
Edit1: At least, I will when some server errors correct themselves! Below's the current working-text.
"If you are the target of a spell you can see, you may use your reaction to make an Intelligence (Arcana) check. If your result exceeds the spell save DC of the caster, the spell is absorbed into the sword. Then, as an Action on a future turn, you may unleash this stored spell as though you were casting the spell at the same level of the initial spell, or at the highest level available to you, whichever is lower. Use your Intelligence modifier for the purpose of casting this spell. You can store no more than one spell in your sword at a time and any attempt to store a second spell will automatically fail. Any spell stored by this ability will be removed after a short or long rest. If you rolled a 20 for your initial check, the spell instead has no effect on you and targets the caster, using the slot level, spell save DC, attack bonus, and spellcasting ability of the caster."
Here's a link to the current version! Thanks so much for the help thus far, if you have any further suggestions for edits, could you do me the favour of putting them on the item's page so I don't have to worry about keeping an eye here? Thanks again~
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Hi,
I'm thinking up a Rare +0 magical weapon to be held and therefore dropped by a (potential) future boss. The boss would be centred around being skilled, instead of powerful, and dedicated to putting down casters. Probably a versatile sword of some sort - the main gimmick of the weapon would be that the wielder may use their reaction and make a roll that, if they succeed, forces the spell to fail. I don't think this is the same as counterspell because, as written, counterspell interrupts casting, not the achieved result of the casting.
What I have right now is as follows: "If you are the target of a spell you can see, you may use your reaction to make an Intelligence (Arcana) check. If your result exceeds the spell save DC of the caster + the spell's level, the spell fails. When you use this feature, you cannot use it again until the next dawn."
I don't feel like the way I've written it is very balanced, though I'm unsure of what to do to edit it and would like to ask if anyone had any advice. Do you think the reaction should just be "You cast Counterspell at 3rd level"? Or something else entirely?
So the biggest question: how is "the spell fails" mechanically different from casting counterspell? I understand your flavoring difference, but that's all flavor, and is very easy to handle in-game. But that distinction seems important to you, so I'd say take a moment to clarify how you want it to be different from just countering the spell. And if you don't have a mechanical difference, then yes: "as a reaction when a spell targets you, you may cast Counterspell at third level. Intelligence is your spellcasting ability for it."
That's a good question. I think, originally, I wanted there to be a spell turning mechanic to the weapon and figured combining the two effects into one flavour-pile would flow better than * You can counterspell. * You can turn the spell if your roll result beats the threshold by 5/10 or something.
I suppose I was just unsure if there was a mechanical difference between disrupting the casting of a spell (counterspell), and destroying the spell after it has technically been cast and is currently flying through the air at you. Thanks for the advice, I think I'll do as you suggest and just grant the wielder a counterspell. If there's anything I'm missing or misunderstanding, please let me know!
Just to offer a "spell turning" alternative, since that seemed to be part of the initial design, how about something like this? The balance comes into effect that spell save DC + spells level is a pretty high barrier to start with against someone who is a primary spell caster. Counterspell is just 10 + spell level.
f you are the target of a spell you can see, you may use your reaction to make an Intelligence (Arcana) check. If your result exceeds the spell save DC of the caster + the spell's level, the spell is absorbed into your sword. Then, as an Action on a future turn, you may unleash this stored spell as though you were casting the spell at the same level (lowest level?) of the initial spell. Use your Intelligence modifier for the purpose of casting this spell. You can store no more than one spell in your sword at a time and any attempt to store a second spell will automatically fail. Any spell stored by this ability will be removed after a short or long rest.
Give it 1 charge, recharges 1/day at dawn. Add anothers posters comment on absorb/unleash spell... Or... Increases atk/dmg based on spell countered/absorbed. Lvl 2 spell = +2 weapon enhancement bonus. Lv7 finger of death? Nope! Now he's got a +7 weapon. Adjustments may vary lasts for 1 min or something
I like that spell-turning suggestion, Warranto. I'll see what I can cook up with it.
Lgknight420, I'm not so certain on the idea of slurping up 7th level spells and making the weapon +7. I feel while it'd be fun and powerful, it'd perhaps be way too strong in the hands of whichever player takes it. I'm open to the idea though, it sounds cool.
Well for 1min a day, yes very strong. But he'll also be wielding a +0 sword until lvl 13 where he may or may not encounter finger of death
Basically it sounds like you want a sword that also acts like either a Rod of Absorption or a Ring of Spell Turning. Is that correct?
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I think Spell Absorption would be more to flavour with the boss that would be using it, which would be similar to an Eldritch Knight, but this boss would be CR10, 11 at most. Spell Turning was the original intention, but I think the idea of a knight sapping a spell from mid-air and using it (either to fuel their own spells, or casting it back at the players) is very on point. Though, it is only rare...
You could make it a mix of the two. Something like the Rod of Absorption, but with only 25 charges. But make the reaction require an Arcana check against the spell save DC of the caster and on a 20 it reflects instead of storing.
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I think that could work. My woe would be the weapon becoming inert like the Rod, it just wouldn't make sense for the item itself. The sword also only cares if the wielder is "a target", not that they're the only target. Perhaps it stores up to 15/20 with the payoff of not breaking or becoming inert if that limit is reached. The boss would have, perhaps 10 charges stored, 10 free to capture enemy spells. And have to keep cycling through captured spells or they're suddenly vulnerable to spells again? Plus the reflect clause.
Just remember, you cannot make it only make sense for the bad guy, it still has to be balanced for the PCs once they kill the bad guy and take it. That’s why the wielder hshould be “the target” not just “a target.”
Creating Epic Boons on DDB
DDB Buyers' Guide
Hardcovers, DDB & You
Content Troubleshooting
How about giving the weapon the absorb element spell?
You absorb half the damage and on your next hit you use that energy for extra damage?
I don't think straight up absorb elements is the right flavour of what I'm looking for, Bhuraelea, but it's an interesting idea to have affixed to an object. Perhaps a suit of armour?
You make a good point Sposta, the design doesn't straight up die if the target wording changes, so that'll be fixed. I'll edit this reply with the new version of the weapon.
Edit1: At least, I will when some server errors correct themselves! Below's the current working-text.
"If you are the target of a spell you can see, you may use your reaction to make an Intelligence (Arcana) check. If your result exceeds the spell save DC of the caster, the spell is absorbed into the sword. Then, as an Action on a future turn, you may unleash this stored spell as though you were casting the spell at the same level of the initial spell, or at the highest level available to you, whichever is lower. Use your Intelligence modifier for the purpose of casting this spell. You can store no more than one spell in your sword at a time and any attempt to store a second spell will automatically fail. Any spell stored by this ability will be removed after a short or long rest. If you rolled a 20 for your initial check, the spell instead has no effect on you and targets the caster, using the slot level, spell save DC, attack bonus, and spellcasting ability of the caster."
https://www.dndbeyond.com/magic-items/1549855-skyrose-sword
Here's a link to the current version! Thanks so much for the help thus far, if you have any further suggestions for edits, could you do me the favour of putting them on the item's page so I don't have to worry about keeping an eye here? Thanks again~