Giltonio_Santos
Hero
I believe the problem is not the spell, but the dependence on equipment emphasized in 3E. MD is just a powerful spell like many others; spells at high level should be able to destroy magic items, nothing wrong with that. I would use some house rules, though, to make its use more acceptable both to GMs and PCs:
- Increased casting time: that would make the spell more of a storytelling tool (if you're the heroes, you should destroy a cleric's unholy mace, not sell it), not a combat resource for one-shot powerful NPCs. Note that this also helps against what I believe is the greatest pain with MD, stopping in the middle of the combat to recalculate everything that was screwed.
- Save bonus for signature items: destroying the holy avenger of the paladin or the sword of legacy of the fighter is not the same as destroying that +2 shadow studded leather armor the rogue just purchased in Sharn, and I believe the spell should take that into account. Maybe a +4 bonus in the saving throw to five items of each player's choice, or each player may choose one item his character owns not to be affected at all.
- Negative level effect: someone already suggested above suppressing magical power during a day, but I believe that's not scary enough. I'd use a mechanic similar to negative levels. Magic items are immediately suppressed if they fail the saving throw, and will remain this way the whole day. After that, another saving throw will determine if each item is permanently lost or regains its magical powers. This would allow players plenty of time to remove the suppression before the second saving throw, and a restoration-like spell would easily solve the problem.
My 2 cents,
- Increased casting time: that would make the spell more of a storytelling tool (if you're the heroes, you should destroy a cleric's unholy mace, not sell it), not a combat resource for one-shot powerful NPCs. Note that this also helps against what I believe is the greatest pain with MD, stopping in the middle of the combat to recalculate everything that was screwed.
- Save bonus for signature items: destroying the holy avenger of the paladin or the sword of legacy of the fighter is not the same as destroying that +2 shadow studded leather armor the rogue just purchased in Sharn, and I believe the spell should take that into account. Maybe a +4 bonus in the saving throw to five items of each player's choice, or each player may choose one item his character owns not to be affected at all.
- Negative level effect: someone already suggested above suppressing magical power during a day, but I believe that's not scary enough. I'd use a mechanic similar to negative levels. Magic items are immediately suppressed if they fail the saving throw, and will remain this way the whole day. After that, another saving throw will determine if each item is permanently lost or regains its magical powers. This would allow players plenty of time to remove the suppression before the second saving throw, and a restoration-like spell would easily solve the problem.
My 2 cents,