Sounds interesting but I think you need to make a few changes:
1) You have it listed as a cantrip but reference casting it at a higher level, if it can be cast using spell slots it should be a level 1 spell.
2) "As an action, touch any non-magic non-living object that weighs no more than one tenth of your carrying capacity" That can be a really big object, based on 10 Strength the person casting this could mark a object that weighs up to 15lbs...which is pretty much every piece of equipment, every weapon and all light armours, it might be better to give it a flat rate of object upto 5lbs and then if you are doing it as a level 1 spell that can be cast at higher levels add 5lbs for each spell slot above 1st level. It might also need something along the line sof the object cannot be worn or carried at the time this spell is cast.
3) "only one object can be marked at a time and a marked object cannot be unmarked by the caster without detonating" . I think it needs something to say what happens if you try to cast the spell a second time without detonating the first one...does the 2nd casting just fail, does it fail and set of the first etc.
4) "When detonated any living creatures within 5 ft. of the object takes 1D4 + your wisdom modifier. Creatures holding the object take 1D8 + your intelligence modifier" . You need to define the damage type, is fire? force? slashing from shrapnel? Also I am not sure why you have wisdom modifier for one type and intelligence for the other, mechanically it would be easier to base it off of one or the other.
5) "This spell can be cast at a higher spell lever for added dice for each level the spell is cast. If the spell is cast using a level 9 spell slot creatures within 10 feet of the object take 10D10 damage while creatures holding the object take 10D12 + Double your intelligence and wisdom modifier" You need to define the damage type but you also jump from it being a cantrip to casting it at 9th level but don't say what the progression is you jump from 1d4/1d8 at its base level to 10d10/10d12 at 9th level, also adding double you Wis + Int tot eh damage is a bit extreme.
6)"If you are targeted by a melee attack you may roll 1D20 + your dexterity modifier if the result is higher than the attack roll of the creature attacking you may mark any non-magic non-living object on the creature within 5 ft. of you". I'd lose this bit but if you keep it, you need to stipulate it uses your reaction of similar.
Overall I like the idea but it needs to be either a cantrip (maybe in line with Acid Splash for damage but dealing force damage) or a level 1 spell (maybe based off ice knife but dealing fire or force damage) and should probably have a note to say that marked items cannot be further enchanted, I have a vision of enchanting a cup with a spell like this then casting animate object or tiny servant on it and sending it walking under a tavern table before detonating it.
Thank you for the suggestions I am relatively new to dnd only playing for a few months and DMed once have addressed each of the problems you brought up.
1) You have it listed as a cantrip but reference casting it at a higher level, if it can be cast using spell slots it should be a level 1 spell.
Spell changed to level 1 spell.
2) "As an action, touch any non-magic non-living object that weighs no more than one tenth of your carrying capacity" That can be a really big object, based on 10 Strength the person casting this could mark a object that weighs up to 15lbs...which is pretty much every piece of equipment, every weapon and all light armours, it might be better to give it a flat rate of object up to 5lbs and then if you are doing it as a level 1 spell that can be cast at higher levels add 5lbs for each spell slot above 1st level. It might also need something along the line of if the object cannot be worn or carried at the time this spell is cast.
I did intend for equipped weapons to be affected but I did not understand how carrying capacity scales with strength so the maximum weight was changed to 10 pounds
3) "only one object can be marked at a time and a marked object cannot be unmarked by the caster without detonating" .I think it needs something to say what happens if you try to cast the spell a second time without detonating the first one...does the 2nd casting just fail, does it fail and set of the first etc.
Added "Only one object can be marked at a time and a marked object cannot be unmarked by the caster without detonating if the spell is activated while another object is already marked it will automatically fail."
4) "When detonated any living creatures within 5 ft. of the object takes 1D4 + your wisdom modifier. Creatures holding the object take 1D8 + your intelligence modifier". You need to define the damage type, is fire? force? slashing from shrapnel? Also I am not sure why you have wisdom modifier for one type and intelligence for the other, mechanically it would be easier to base it off of one or the other.
The mixing of Wisdom and Intelligence was just me being dumb ass instances of Intelligence has been removed. Also damage has been defined as force.
5) "This spell can be cast at a higher spell lever for added dice for each level the spell is cast. If the spell is cast using a level 9 spell slot creatures within 10 feet of the object take 10D10 damage while creatures holding the object take 10D12 + Double your intelligence and wisdom modifier"You need to define the damage type but you also jump from it being a cantrip to casting it at 9th level but don't say what the progression is you jump from 1d4/1d8 at its base level to 10d10/10d12 at 9th level, also adding double you Wis + Int tot eh damage is a bit extreme.
Wording on how the spell damage changes with spell level has been fixed.
6)"If you are targeted by a melee attack you may roll 1D20 + your dexterity modifier if the result is higher than the attack roll of the creature attacking you may mark any non-magic non-living object on the creature within 5 ft. of you". I'd lose this bit but if you keep it, you need to stipulate it uses your reaction of similar.
I really like this part so I have kept it however I added the prerequisite of a 13 in Dexterity along with using your reaction.
reading through, 4 things I would change/add (my apologies for not noting previously)
1) make it concentration based instead of until triggered/dispelled and need line of sight to detonate, duration 1 hour per spell level. If you lose concentration the spell ends without detonating the object
2) lose the optional rule for disintegrating a target unless it is cast with a spell slot of 6th level or higher that would bring it on par with the Disintegrate spell
3) As the spell is currently written, the damage is automatic. I'd give it a Dex save for half damage (or maybe a Cons save as it is force damage).
4) The spell feels like a delayed blast magic missile so maybe change to Evocation school instead of Transmutation.
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I just made this spell and wanted to see what people thought.
https://www.dndbeyond.com/spells/294643-make-explosive
Edit:
Here is the most recent V1.01: https://www.dndbeyond.com/spells/295011-make-explosive
Sounds interesting but I think you need to make a few changes:
1) You have it listed as a cantrip but reference casting it at a higher level, if it can be cast using spell slots it should be a level 1 spell.
2) "As an action, touch any non-magic non-living object that weighs no more than one tenth of your carrying capacity" That can be a really big object, based on 10 Strength the person casting this could mark a object that weighs up to 15lbs...which is pretty much every piece of equipment, every weapon and all light armours, it might be better to give it a flat rate of object upto 5lbs and then if you are doing it as a level 1 spell that can be cast at higher levels add 5lbs for each spell slot above 1st level. It might also need something along the line sof the object cannot be worn or carried at the time this spell is cast.
3) "only one object can be marked at a time and a marked object cannot be unmarked by the caster without detonating" . I think it needs something to say what happens if you try to cast the spell a second time without detonating the first one...does the 2nd casting just fail, does it fail and set of the first etc.
4) "When detonated any living creatures within 5 ft. of the object takes 1D4 + your wisdom modifier. Creatures holding the object take 1D8 + your intelligence modifier" . You need to define the damage type, is fire? force? slashing from shrapnel? Also I am not sure why you have wisdom modifier for one type and intelligence for the other, mechanically it would be easier to base it off of one or the other.
5) "This spell can be cast at a higher spell lever for added dice for each level the spell is cast. If the spell is cast using a level 9 spell slot creatures within 10 feet of the object take 10D10 damage while creatures holding the object take 10D12 + Double your intelligence and wisdom modifier" You need to define the damage type but you also jump from it being a cantrip to casting it at 9th level but don't say what the progression is you jump from 1d4/1d8 at its base level to 10d10/10d12 at 9th level, also adding double you Wis + Int tot eh damage is a bit extreme.
6)"If you are targeted by a melee attack you may roll 1D20 + your dexterity modifier if the result is higher than the attack roll of the creature attacking you may mark any non-magic non-living object on the creature within 5 ft. of you". I'd lose this bit but if you keep it, you need to stipulate it uses your reaction of similar.
Overall I like the idea but it needs to be either a cantrip (maybe in line with Acid Splash for damage but dealing force damage) or a level 1 spell (maybe based off ice knife but dealing fire or force damage) and should probably have a note to say that marked items cannot be further enchanted, I have a vision of enchanting a cup with a spell like this then casting animate object or tiny servant on it and sending it walking under a tavern table before detonating it.
reading through, 4 things I would change/add (my apologies for not noting previously)
1) make it concentration based instead of until triggered/dispelled and need line of sight to detonate, duration 1 hour per spell level. If you lose concentration the spell ends without detonating the object
2) lose the optional rule for disintegrating a target unless it is cast with a spell slot of 6th level or higher that would bring it on par with the Disintegrate spell
3) As the spell is currently written, the damage is automatic. I'd give it a Dex save for half damage (or maybe a Cons save as it is force damage).
4) The spell feels like a delayed blast magic missile so maybe change to Evocation school instead of Transmutation.
Your making Gambit from the X-Men?