
Dr A Gon |
1 person marked this as a favorite. |

I made a spell to teleport an item to a friend over scrying-level distance. How broken is it?
I used scrying and teleport as the base effects. Should it have lower range, increasing with level as teleport? Should it be a ritual? Should it even exist? Can I remove some of the restrictions?
==========
Send Item - Spell 7 or 8
Uncommon Conjuration Divination Teleportation
Traditions arcane occult
Cast 10 minutes (material, somatic, verbal)
Range planetary; Targets 1 creature
You teleport an item to a friendly creature, which you must know by name and have touched before. The creature is aware of you and the item being sent, and must agree to the sending. If it refuses, or is unconscious or otherwise unable to consent, the spell automatically fails.
You make a spell attack roll against the standard DC of the item's level. If you succeed, the item appears in the creature's hand, or at its feet if it has no free hands. On a failure, the item is not sent and the target creature becomes immune to this spell for 1 hour.
The item must be of 2 bulk or less, but can be a container with contents. Sending a living ceature or extradimensional item will cause an automatic spell failure.
EDIT: Closing an exploit - you must touch the item thoughout the casting of this spell.
EDIT: Closing exploit 2 - the item must be free to move.

Watery Soup |

This is just a super-heightened version of Thoughtful Gift, no?
At Level 5, Thoughtful Gift is 3 actions, 1 mile, and 1 Bulk. This is basically a Level 7 version of the spell and the limitations seem reasonable from a gaming standpoint.
---
However, my juvenile side cannot help giggling at the inevitable abuses of this spell.
I mean, if my character has extra spell slots before they go to bed, they are definitely burning all their remaining spell slots by pranking their friends.
"Want 30 gp?"
"Sure."
*sends 2,999 loose copper pieces*

PossibleCabbage |

Send/receive magical mail seems like more of a ritual to me than a spell. You make the ritual require some kind of paired item, and the owner of half the pair can do the ritual to put something in an extradimensional space, and the other half of the pair can do the ritual to take something out of the extradimensional space.
Spell slots for something utterly useless in a fight doesn't seem ideal.

voideternal |
1 person marked this as a favorite. |
Spell slots for something utterly useless in a fight doesn't seem ideal.
It could be a ritual, but there are plenty of examples of spells that do nothing in fights already. Animal Messenger comes to mind. It even delivers items.
Edit: you might want to place a level limit on magical items, unless you want artifacts to be teleported wherever at any time.
Edit 2: Is the spell attack roll to prevent ^?

Watery Soup |

Spell slots for something utterly useless in a fight doesn't seem ideal.
Not ideal for combat, but potentially ideal for fun.
One of my characters took dancing lights to amuse his friends at raves ... another burns dream messages at the end of the day to send goodnight messages to her kids.
[/antipowergamer]