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General Tabletop Discussion
*Dungeons & Dragons
What Level Should This Spell Be? (Artificer, Homebrew)
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<blockquote data-quote="CleverNickName" data-source="post: 9062962" data-attributes="member: 50987"><p>Woah, thanks for all the feedback!</p><p></p><p>I don't want to require both an attack roll <em>and </em>a save throw (or even multiple save throws, for higher level casting)...that seems like an unnecessary amount of rolling. And I don't want to have to track time limits on the items, either--I'm usually overwhelmed just keeping track of hit points and initiative. There's nothing wrong with these things, they're just not something I enjoy doing in the game.</p><p></p><p>But I agree that this is more like a 2nd level spell, since it does no permanent harm and doesn't inflict damage. And I do like the idea of being able to upcast this spell; I'm just not sure how to go about adding it in. It might be better to just write a "Greater" version of it, making it a 5th or 6th level spell, that causes the target to lose attunement to <em>all </em>magic items (including Legendaries).</p><p></p><p></p><p>Artificers are very common in my campaign, and there's an Artificer's Guild that is about to "go rogue" and become a major villain faction later in the game. Since artificers comparatively have lots of attunement slots, a non-lethal spell that could break magic item attunement seemed like a good weapon to use against them. Well, maybe 'weapon' is too strong of a word....more like a tool to put in the PC's toolbox, so to speak. I wanted a spell that would help our party of heroes bring these renegade artificers to justice.</p></blockquote><p></p>
[QUOTE="CleverNickName, post: 9062962, member: 50987"] Woah, thanks for all the feedback! I don't want to require both an attack roll [I]and [/I]a save throw (or even multiple save throws, for higher level casting)...that seems like an unnecessary amount of rolling. And I don't want to have to track time limits on the items, either--I'm usually overwhelmed just keeping track of hit points and initiative. There's nothing wrong with these things, they're just not something I enjoy doing in the game. But I agree that this is more like a 2nd level spell, since it does no permanent harm and doesn't inflict damage. And I do like the idea of being able to upcast this spell; I'm just not sure how to go about adding it in. It might be better to just write a "Greater" version of it, making it a 5th or 6th level spell, that causes the target to lose attunement to [I]all [/I]magic items (including Legendaries). Artificers are very common in my campaign, and there's an Artificer's Guild that is about to "go rogue" and become a major villain faction later in the game. Since artificers comparatively have lots of attunement slots, a non-lethal spell that could break magic item attunement seemed like a good weapon to use against them. Well, maybe 'weapon' is too strong of a word....more like a tool to put in the PC's toolbox, so to speak. I wanted a spell that would help our party of heroes bring these renegade artificers to justice. [/QUOTE]
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Community
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What Level Should This Spell Be? (Artificer, Homebrew)
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