| Jigma |
Hello, this is my first post, but I made an account solely to get people's opinion on this.
Backgroud Info: Evil campaign. Playing a (currently) 18th level elf Arcanist, holds fast to the "power is the only thing that matters" philosophy. The party has basically inherited a kingdom after a quest for an ancestral crown, and he is currently the court Archmage, overseeing the magical studies and forces of the realm when he's not out on missions for the queen. There is a particular city's populace and culture rubbed him the wrong way. He has decided to sow chaos in said city by attacking their cultural beliefs. They basically worship "light", "enlightenment", and other things like that while belittling other races as inferior.
Spell Concept: Curse that causes unnatural weather (similar to curse of fell seasons) that spreads the material component used for it instead of normal rain, dust storms, hail, etc. For this particular application it would be Caphorite, but I'd like for the material component to be used as a deciding factor for what the weather will spread on an area, as it could be used to do things such as ensuring a particular area has their fields salted periodically, and other fun stuff like that.
Givens/Must Haves: 9th Level Spell; Curse Descriptor; minimum 1 mile area of effect, preferably 2 miles
Main Issue: I'm having issues coming up with a way to balance the cost or amount of material component needed to account for stuff like "this large area now has a chance of raining adamantite until the curse is removed". Ideas I have are to turn it into dust storms only, making the particles useless for anything other than mass spreading of a material, or scaling the material cost based on scarcity but as far as I know that would be up to GM's discretion.