Post by Shira on Apr 2, 2013 14:32:57 GMT -5
I would like to make my character, among other things, a 'static magic evoker', or 'blade evoker', with 6 levels of wizard (evoker). I'd like to improvise some spells that don't actually exist in the game.
The first thing is 'poison' spells. Internally working spells that my character researches for different effects and more potent reactions with different species, and casts on a weapon in battle. In reality, I would just use mundane potions I collect over time.
The second thing, less straightforward, is elemental weapon enchantments. It involves purchasing custom magic weapons with elemental damage from DMs, and RPing casting the spells on them in battle. The point of these spells is having different elements available to take advantage of different weaknesses. And coolness, of course.
I can foresee some contention. It's an advantage to have access to magic weapons one can't easily find in-game. This is true, but I'd simply be using them in place of Flame Weapon, and they can't stack with it. And the actual advantage of different elements would be pretty minimal: I'm aware that there are precious few creatures with a weakness that is not fire.
But if I'm supposed to be using them in place of Flame Weapon, there's no way to consistently regulate my use of the elemental weapons based on imagined spell duration and spell slot. However, for this issue, if I reserved every 2nd-level spell slot (5 slots) for the imagined spell, if it had the same duration as Flame Weapon (2 minutes/level), the total would be 60 minutes, enough for most dungeons as far as I know. So if I walked out of town with all my 2nd level spell slots empty, you'd know I was legit, and I wouldn't be 'tempted' to stretch it in the moment.
One more thing about the elemental weapon spells is - and bear with me here, this is vital for the 'coolness factor' - I'd like to stretch one spell between two weapons. Two weapons with 1d6 elemental damage is average 7 damage, compared to a level 6 Flame Weapon at 8.5 average damage. The disparity is greater when secondary mainhand attacks are figured in, as Flaming Weapon focuses all the damage on the mainhand. And I won't have enough feats for Improved Two-Weapon Fighting, etc.
As for the poisons, there's literally no advantage gained from RPing them as spells, as I could use them either way. However I'd prefer to treat them as spells. I'm willing to leave some first- and third-level spells slots open.
I was also thinking of RPing one special poison that increases a creature's weakness to a specific element. If people roll high with their elemental damage, it worked. If they roll low, it was resisted.
So the main question is, can I purchase custom elemental weapons from DMs for this purpose? (And rest assured, I've had these concepts brewing in my mind for over a year. Like shadowdancer, it's something I'm committed to, even though I'm still trying to get the rest of the character down.)
The first thing is 'poison' spells. Internally working spells that my character researches for different effects and more potent reactions with different species, and casts on a weapon in battle. In reality, I would just use mundane potions I collect over time.
The second thing, less straightforward, is elemental weapon enchantments. It involves purchasing custom magic weapons with elemental damage from DMs, and RPing casting the spells on them in battle. The point of these spells is having different elements available to take advantage of different weaknesses. And coolness, of course.
I can foresee some contention. It's an advantage to have access to magic weapons one can't easily find in-game. This is true, but I'd simply be using them in place of Flame Weapon, and they can't stack with it. And the actual advantage of different elements would be pretty minimal: I'm aware that there are precious few creatures with a weakness that is not fire.
But if I'm supposed to be using them in place of Flame Weapon, there's no way to consistently regulate my use of the elemental weapons based on imagined spell duration and spell slot. However, for this issue, if I reserved every 2nd-level spell slot (5 slots) for the imagined spell, if it had the same duration as Flame Weapon (2 minutes/level), the total would be 60 minutes, enough for most dungeons as far as I know. So if I walked out of town with all my 2nd level spell slots empty, you'd know I was legit, and I wouldn't be 'tempted' to stretch it in the moment.
One more thing about the elemental weapon spells is - and bear with me here, this is vital for the 'coolness factor' - I'd like to stretch one spell between two weapons. Two weapons with 1d6 elemental damage is average 7 damage, compared to a level 6 Flame Weapon at 8.5 average damage. The disparity is greater when secondary mainhand attacks are figured in, as Flaming Weapon focuses all the damage on the mainhand. And I won't have enough feats for Improved Two-Weapon Fighting, etc.
As for the poisons, there's literally no advantage gained from RPing them as spells, as I could use them either way. However I'd prefer to treat them as spells. I'm willing to leave some first- and third-level spells slots open.
I was also thinking of RPing one special poison that increases a creature's weakness to a specific element. If people roll high with their elemental damage, it worked. If they roll low, it was resisted.
So the main question is, can I purchase custom elemental weapons from DMs for this purpose? (And rest assured, I've had these concepts brewing in my mind for over a year. Like shadowdancer, it's something I'm committed to, even though I'm still trying to get the rest of the character down.)