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MrStabby
2016-03-30, 05:55 PM
So I was thinking of adding some items to my campaign, and I was trying to set their power-level.

Basically the items let you cast a spell you know that has a casting time of one action and does not restore hitpoints without expending a spell slot. There will be three tiers of items. 1 that lets you cast a level 1 spell at will, one up to a level 2 spell and the third up to a level 3 spell. The items require attunement and the spell is selected at attunement.

My thinking was to give level 1 spell item at about character level 8 to 10, level 2 at about 12 to 14 and level 3 at about 16-18.




Running some calculations on damage (although somewhat from memory), it didn't seem too bad. You can cast guiding bolt at will - nice but that is 4d6 damage so about 14. At level 8 the cleric would get a boost to sacred flame and would be doing about 2d8+5 damage. So the at will spell here is giving an ally advantage as its bonus - for an attuned magic item. Better or worse than a +1 sword to a fighter? Better or worse than a +2 sword?

Magic missile at will? By level 8 it is is nice trick and great to pull out vs some enemies but i couln't see this being game breaking.

Even at the most powerful iteration - casting a fireball at will you are still capped at 8d6 per creature. Sure its good vs crowds but 28 average damage just doesnt swing a lot of encounters at 16th level. Even a cantrip is doing about 22 damage without boosts at this level and really isn't scary.

My thinking is that for damage purposes the expenditure of an action is a bigger deal than the expenditure of such a low level spell slot.



Buffs on the other hand are harder to judge. Permanent bless? permanent spirit guardians? Permanent spider climb? It doesnt circumvent concentration so it is still using a resource there but as some of these can be cast outside of combat it may not be costing an action either.

On the other hand at the levels players are likely to be getting these they would have 4 of the required spell slots per day anyway so they could have whatever buff they want up for more than half the days encounters ( on a 6-8 encounter day basis).

Finally there are things like eldritch knight (or multiclass) that know spells but by the time of the levels they get this would still not have a huge number of daily spell slots. This is a bit more worrying for me - is it much better than just using all your attacks though?

JellyPooga
2016-03-30, 06:03 PM
So I was thinking of adding some items to my campaign, and I was trying to set their power-level.

If it were me, I'd give them a Class requirement of full-casters only, perhaps even dividing by spellcasting type (e.g. a Divine version requiring attunement by a Cleric or Druid only). Further, I'd have each item specify a single spell, maybe a choice of two or three, changeable at a long rest.

That way, you can control the sort of spells available, whilst limiting them to certain Classes, to avoid abuse.

Foxhound438
2016-03-30, 08:52 PM
give anyone an 18th level wizard feature at level 8? no, that's not balanced. Maybe if it had a recharge (as in, start of your turn you roll a d6, if it lands in the range it can be used again; probably recharge 6 or 5-6)

Zman
2016-03-30, 08:55 PM
No, at will 1-3rd levels spells are not balanced. Make them a 7 charge item that recharge a d6+1 charges per day. If all charges expended then the item crumbles to dust on a d20 roll of a 1. They become effectively maliable wands which is pretty awesome.

HoarsHalberd
2016-03-30, 09:00 PM
Depends on the spell hugely. Magic missiles, sure. Animate dead, f-no. "My necromancer visits the graveyard and animates every zombie and skeleton he can to have a gigantic army he can permanently maintain."

krugaan
2016-03-30, 09:28 PM
"This item will let you cast any cantrip you know without expending a spell slot".

There, fixed, lol.

On a separate note, how about a ring of focused cantrips? You may cast cantrips as if you were 6 levels higher, that's not too bad.

Foxhound438
2016-03-30, 11:34 PM
Depends on the spell hugely. Magic missiles, sure. Animate dead, f-no. "My necromancer visits the graveyard and animates every zombie and skeleton he can to have a gigantic army he can permanently maintain."

What is this, Pathfinder FOR ANTS!?!?!?

xanderh
2016-03-31, 01:45 AM
Permanently have "shield" up? My eldritch knight says yes please. That would shift him to 25 AC without any other magic items, or 27 with the ones he has. If the bard then casts haste, it increases to 29. At level 8. At that point, you're going to need a crit to do any damage at all, and he can take the dodge action making that practically impossible.

RickAllison
2016-03-31, 01:58 AM
Permanently have "shield" up? My eldritch knight says yes please. That would shift him to 25 AC without any other magic items, or 27 with the ones he has. If the bard then casts haste, it increases to 29. At level 8. At that point, you're going to need a crit to do any damage at all, and he can take the dodge action making that practically impossible.

The maximum possible to-hit is the +19 of the Tarrasque (I forget about Tiamat's strength). 29 AC means even he only hits you .55 of the time. That's pretty dang awesome.

xanderh
2016-03-31, 02:10 AM
The maximum possible to-hit is the +19 of the Tarrasque (I forget about Tiamat's strength). 29 AC means even he only hits you .55 of the time. That's pretty dang awesome.

29 AC is just what my level 9 eldritch knight would have with this item (same as level 8). By level 20, I imagine he would have some magical armour and shield in addition to ring/cloak of protection, making him even harder to hit.
This reminds me of a level 20 gestalt eldritch knight // wizard I played once. I could have basically taken down a Tarrasque myself. At will shield and misty step is ridiculously good on a melee gish.

Markoff Chainey
2016-03-31, 02:39 AM
I love magic items that are powerful, but have some drawback when being used. I prefer that to charges... Let the players use their infinite wand of magic missiles... sure! but let them roll (or count the attack roll, so you save an annoying extra roll) and let them retrieve temporary madness, levels of exhaustion, alignment change, temporary polymorph, greed for something unusual, ...

So I think a rod of magic missile that lets you cast magic missile as an action, caster-only, requires attunement and you gain a level of exhaustion upon rolling 1-5 with your attack roll..

Or a gloves of blood - cast vampiric touch at will but has a 50% chance that it changes your alignement to evil until you performed an evil deed (and you must make a wisdom check against DC 19 when given the chance for one) - afterwards your alignement changes back and you face the guilt of what you have done. requires attunement, good characters only.

I agree with the other posters that the stuff you proposed is quite overpowered as is, but can be tweaked easily.

MrStabby
2016-03-31, 04:30 PM
So shield is obviously not an issue as it is not an action to cast but animate dead is potentially a big problem. Not sure how I missed it.

Now one option (as i have no necromancers of death domain clerics or oathbreakers in my game) is to restrict it to specialism spells - so domain spells for clerics, warlocks, paladins and spells from the corresponding school for wizards.

JackPhoenix
2016-04-01, 06:30 AM
I wouldn't allow it as written. Now, item that can cast some spell at will, without the user's option to select what the spell is? Sure, we already have Hat of Disguise and similar.