D&D 5E Advice Needed: Converting Spells Across Elements

vandaexpress

First Post
Good morning, fine folks of ENWorld. I was hoping to pick your brains on a situation in my campaign.

I have a player with a dragon sorc, his history and backstory is heavily tied into blue dragons and, therefore, the lightning element. He is actually a very savvy player, probably the most capable of optimizing of any in the group, and he was well aware of the opportunity cost inherent in picking lightning over the more traditional fire element.

Now he's at level 5, about to hit level 6, and he's been wanting me to approve his converting fire-based spells to lightning versions. I'm not averse to the idea, so long as we keep things balanced. Initially, I just handwaved it and said "sure", putting in a cost of 5 downtime days per spell level to "research" a reskinned lightning version of it. I figured the DMG had spell creation guidelines in place that talked about swapping elemental damage etc as being okay and didn't think much of it.

Over time, however, I'm finding that I may want to change my approach on this. Thus far, the only spell he's done this on was scorching ray which I've allowed to be converted in zapping ray.

My concern is that, naturally, he took the feat that allows him to overcome resistance to an elemental type, so the only way to shut down his spell damage (which I don't do all the time, very rarely, in fact) is if something has straight-up immunity. After browsing around online, someone posted that there are only something like 10 or 11 monsters with lightning immunity, whereas there are a whopping 40 in the MM with fire immunity. Fire immunity seems to be much more common, and I think this is something that the designers probably took into account when they made so many attractive fire-based damage spells. In most cases, you'll be able to hit more creatures with a fireball than a lightning bolt, doing greater overall dpr, countered by the fact that creatures are more likely to have immunity to fire.

By letting him convert fire spells into lightning, do you think that, given a standard distribution of monsters from the MM, I'm basically letting this player get an unfair advantage over a fire sorcerer, given the fewer monsters immune to his spells that have a similar damage/aoe of fire spells? If so, how would you recommend balancing this? Or am I overreacting?

I don't award a ton of downtime, so I'm able to control his conversion efforts this way, but he's looking to convert Melf's Minute Meteors to lightning next level and I want to have a good system in place.

My initial plan off the top of my head is to let him convert whatever spells he wants, but drop the damage dice by one size (d8 to d6, for example) on a fire spell that's been converted to lightning.

I haven't gone through all the different spells to see if this is going to be overkill or not. I also haven't reviewed the specifics of which monsters have fire immunity to see if most of them are extremely rare creatures that most parties won't encounter anyway, meaning he's not going to have any real advantage most of the time or not.

Thoughts?
 
Last edited:

log in or register to remove this ad

Yeah, they've definitely designed the game so that fire does the most damage in the largest area, but faces the most resistance. Just look at the other elements:

Cold: Does about 1/3 less damage than fire, sometimes hits smaller area, tends to control movement in lieu of damage.

Lightning: Tends to do direct strikes or lines rather than large areas. Also tends to do less damage than fire.

Acid: Does D4s instead of D6s or D8s, sometimes damage over time, otherwise may hit large areas or specific targets, as fire does.

Lightning spell options are actually pretty decent already. Dropping damage dice is probably a good idea. Altering the area affected might also be appropriate. For example, perhaps Melf's Zapping Meteors should be single-target bolts. If your player wants an area spell, he can pick Lightning Bolt.

Another option is one that I think maybe sorcerers should have right out the gate: A metamagic option to change elements. This would let the sorcerer add his dragon bonus to whatever elemental damage spell tickles his fancy, but at the cost of a precious metamagic option and an expenditure of sorcery points (probably just 1) every time he does so. The upside to this for the sorcerer is that he doesn't end up stuck with a repertoire of only lightning spells when he finally does meet that immune bad guy.
 

Since you've already given permission, I wouldn't take it away (but I wouldn't have given it out in the first place). You can modify the agreement, which should be acceptable by the player.

I would consider limiting the overall number of spells he can convert, and limit what spells can be chosen. Zapping Ray shouldn't really be game breaking, nor Melf's Minute Meteors (which is a Concentration spell). Lightning Ball, Wall of Lightning, and any other large AOE spells should be a big fat NO! I would say that he can only convert 1 spell to lightning damage for every spell that naturally deals lightning damage. This should keep him from going crazy and breaking the game (which he doesn't sound like he is doing anyway).

You could also make up your own lightning spells that do similar (but different) things than existing spells. For example, Zapping Ray might deal less damage, but force the target to lose their reaction until the start of their next turn (not super useful, but gives it better flavor). Melfs Ball Lightning might deal less damage per ball, but use Con save and give Disadvantage to all Dex Checks and Attacks until after their next Turn. My examples probably suck, but they should give you an idea of what I'm talking about :)
 

I would not convert spells directly from one element to another. Each element should have a distinctive "feel" to it. Fire tends toward great big whomping blasts that are apt to inflict collateral damage (even if you don't hit your friends, you're likely to ignite things you might have preferred to keep unburnt). Lightning is more targeted and focused.

I would say, flesh out the spell list so that the number of lightning options is comparable to the number of fire options, but use line AOEs or targeted effects instead of spheres and cones, and consider adding riders like shocking grasp's reaction denial while scaling down damage to compensate.
 
Last edited:

Another option is one that I think maybe sorcerers should have right out the gate: A metamagic option to change elements. This would let the sorcerer add his dragon bonus to whatever elemental damage spell tickles his fancy, but at the cost of a precious metamagic option and an expenditure of sorcery points (probably just 1) every time he does so. The upside to this for the sorcerer is that he doesn't end up stuck with a repertoire of only lightning spells when he finally does meet that immune bad guy.

Now that's an interesting idea. I might have a look at that option.

Since you've already given permission, I wouldn't take it away (but I wouldn't have given it out in the first place). You can modify the agreement, which should be acceptable by the player.
Yeah, agreed. I've already told him Zapping Ray is fine, this is more of a thing moving forward.

You could also make up your own lightning spells that do similar (but different) things than existing spells. For example, Zapping Ray might deal less damage, but force the target to lose their reaction until the start of their next turn (not super useful, but gives it better flavor). Melfs Ball Lightning might deal less damage per ball, but use Con save and give Disadvantage to all Dex Checks and Attacks until after their next Turn. My examples probably suck, but they should give you an idea of what I'm talking about :)

Love this idea! Offset the damage drop with a little flavor or a rider based off what other lightning spells do.
 

You could use the DMG spell creation rules. They generally result, in spells that are much weaker than PHB spells.

I dislike the idea of straight-up converting spells with no consequence. Fireball is ubiquitous perhaps BECAUSE it is tightly-written, tuned, and optimized for damage. If I were designing a 5E spell system I'd give it the same characteristics of my AD&D system: spell research can be fast, cheap, or efficient, choose one. Hence the existence of garbage spells like Drawmij's Instant Summons which were probably created in one afternoon.

Anyway, if it were me I'd just go with nerfing the spells during conversion ("Ball Lightning" is 5d6 in a 10' radius) while holding out the hope of improving the spell algorithm with more research.
 

Unless you are already running a number of fire-resistant monsters, I question: has anything changed? The spells have the same damage numbers, the same areas of effect and the same requirements so unless you are running a game wherein fire-resistant creatures are common, what's changed?

You have a disproportionate number of fire-resistant creatures because there's a huge section on demons.

Are demons common in your game?

I don't have a problem with re-skinning spells and it sounds like you've put some very real limitations on how quickly he can convert his library. So unless doing lightning damage instead of fire (or any other specific type) is a particular problem for your game, I don't see the issue.

There are good reasons to have multiple types of damage and a single-damage-type spell-caster will find themselves with a high opportunity loss.

It's worth tossing in that electrical damage can have some fun side effects. Fighting in the rain? You might be immune, but your heavily-armored fighter standing in the puddle with your target? I don't think so!
 
Last edited:

Unless you are already running a number of fire-resistant monsters, I question: has anything changed? The spells have the same damage numbers, the same areas of effect and the same requirements so unless you are running a game wherein fire-resistant creatures are common, what's changed?

You have a disproportionate number of fire-resistant creatures because there's a huge section on demons.

Are demons common in your game?

I don't have a problem with re-skinning spells and it sounds like you've put some very real limitations on how quickly he can convert his library. So unless doing lightning damage instead of fire (or any other specific type) is a particular problem for your game, I don't see the issue.

There are good reasons to have multiple types of damage and a single-damage-type spell-caster will find themselves with a high opportunity loss.

It's worth tossing in that electrical damage can have some fun side effects. Fighting in the rain? You might be immune, but your heavily-armored fighter standing in the puddle with your target? I don't think so!

Agreed 100%. And I appreciate the feedback re demons - they don't figure too prominently into the campaign, so it shouldn't be too big of a deal.
 

Okay everyone, thanks for the feedback. I spoke with the player and he told me that he doesn't think he'll want to convert anything aside from Scorching Ray and Melf's Minute Meteors. I spent some time modifying MMM to make a lightning version that is more true to the AOE/flavor of lightning based spells while retaining the core benefit of being able to deal damage as a bonus action with a limited ammo supply. Here's what I came up with, let me know if you feel like it's too much or too little. I went ahead and basically made it a way toned-down version of chain lightning (MMM is a toned down version of fireball, but I couldn't figure out how to make a toned down version of the basic lightning bolt since it's AOE is already only 5ft wide)

Dom's Micro Bolts (working name)
3rd-level evocation
Casting Time: 1 action
Range: Self
Components: V, S, M (a bit of fur, a silver pin, and a rod of amber, glass, or crystal)
Duration: Concentration, up to 10 minutes

You create a halo of six tiny bolts of lightning in your space. They float in the air and orbit you for the spell’s duration. When you cast the spell—and as a bonus action each of your turns thereafter—you can expend one or two of the lightning bolts, sending them arcing toward a target or targets of your choice that you can see within 100 feet of you. Once a bolt reaches its destination, two bolts then arc from that target to as many as two other targets, each of which must be within 10 feet of the first target. A target can be a creature or an object and can be targeted by only one of the bolts.

A target must make a Dexterity saving throw. The target takes 2d6 lightning damage on a failed save, or half as much damage on a successful one.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the number of bolts created increases by two for each slot level above 3rd.

----

Thoughts? Max targets hit is gonna be 3/bolt vs MMM's 4 per meteor. It has a shorter range (100ft vs 120ft, keeping with the fireball/lightning bolt ranges) but a potentially wider AOE.

... on the other hand, I think that most of the time you probably won't be hitting 4/4 targets with MMM, whereas with this version of the spell, it would probably be a lot easier to hit 3/3... hrm.. maybe only have it create one secondary bolt instead of two, but stretch the secondary bolt's range to 15ft? Then you're pretty much always gonna be able to hit two targets with it, not to mention being able to easily avoid friendly fire. Yeah... I think I might like that better...

What do you guys think?
 


Remove ads

Top