| Arcanemuses |
I call it "The Ring of Aeron". Here is the gist. It is a ring that adds weapon enhancement bonuses and effects to any spell that requires an attack roll. The nature of the spell being cast must match up with the details of the enhancements (such as ranged enhancements only work for ranged attacks). The ring costs 5,000 gp + the cost of the enhancement being placed on it (max +5). The spellcaster must wear the ring for a 3 days before gaining its benefits.
Here is an example:
A Sorcerer wearing a +3 Flaming Disruption Ring of Aeron. He casts Flaming Sphere. During the spell's duration it deals +1d6 Fire damage every time it deals a target damage. However, because Flaming Sphere does not deal bludgeoning damage it cannot be equipped with disruption. The Sorcerer then casts Clenched Fist (which DOES deal bludgeoning) to attack a foe. If successful the attack will deal +1d6 Fire and the Disruption enhancement is active.
This is just a rough idea, so take it with a grain of salt. Does it have potential?
| Aelryinth RPG Superstar 2012 Top 16 |
Couple of balance issues...
The extra damage isn't a big thing. Actually, in 4e they used implements for casters just like martials used weapons...they had to spend money on them to keep balanced.
BUT...casters didn't have many touch attack spells, like they do in 3.5. Really, there are VERY few spells that require normal attacks, and thus a bonus to hit.
Most effects, feats, and abilities that add damage to a spell do NOT increase the TH power, because it's completely unneeded, realistically.
I can't say it's a horrible idea, but instead of a ring, I'd just make it caster-specific implements, like in 4E, and use the weapon/shield slot, not the ring slot.
==Aelryinth
Silent Saturn
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I think it's a cool idea, but I'm just worried that there are a lot of spells that require attack rolls but don't really work like weapons, and a lot of weapon enhancement properties that don't really work on spells.
Determining the usefulness of this would probably require going through the list of enhancement abilities, AND the list of spells with attack rolls, and seeing if there are any abusive combos/enough functional combos to work right.
If nothing else, this would keep a wizard's Acid Splash relevant for a few more levels, or make Inflicting clerics a bit more plausible. Magi might like them, though their WBL would suffer as a TWF build does.
And of course, people keep saying that blasting is a substandard use of a full-caster, so I guess they could use the help?