AbyssLord
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Are there any guidelines for deciding the level of a spell that combines the utility of multiple other spells (if some of variables are nerfed)?
One of my players is asking me about something like this:
A spell with three potential uses:
1. Creates a blue flame that can be hurled as a ranged touch attack for one point of damage.
2. Creates a blue flame that can be used to light a light source, but halves the effective light and dim light variables of the vessel being lit, and gives off a blue light.
3. Can be used as a Light spell but with 10 foot radius blue light and 10 foot radius bluish dim light beyond that.
My argument is that no matter how much you nerf the utilities, it prevents you from having to make choices with 0-Level spells that you would otherwise have to make, which bumps the power level up to at least a 1st level spell.
AbyssLord
LazarX
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I would suggest you read the guides on Custom Spell Creation in Ultimate Magic. (You can do so for free on the PRD if you don't have the book)
What you'll find that multi-function spells deserve special negative consideration because of their increased utility is exponential, not just additive.
In short, if I could prepare 4 cantrips that each had 4 functions, it would be like having 16 cantrips at the ready.
That blue flame that does 1 pt of damage? My Arcane Trickster or a capable rogue with the minor magic talent can add sneak attack damage to it. It's an object lesson that magic spell creation frequently has a long range of consequences.