Talk:Transmute Magnetics (5e Spell)

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Ghostwheel opposes this article and rated it 0 of 4.
This rating refers to a substantially different version of the article, or concerns mentioned in it have already been addressed.
Unusable in its current form, doesn't make sense.


Made some major changes.--Franken Kesey 09:34, 23 April 2019 (MDT)



There's no reason for the bullet point in the spell description, since the effect isn't really modal. The part that makes sense: you pick a metal object in range, turn it into a creature under your control and potentially steal it away from it's wielder in the process. It's a downgraded animate objects with a side of Command (drop). It should almost certainly be a Saving Throw to resist rather than a check (since the DC for Spell Saves is already established), and there's no good reason to change the save stat on sheathed vs held weapons. If you want to make it a check, you'll need to either set a static DC or explain how to oppose it. Whatever you do, i'd suggest against up-casting to raise the DC.

Magnetic control is messy, most spells don't completely change function when upcast. The phrase "treat like animate objects, but only one creature" leaves some unanswered questions. Am I just replacing the target with a size-equivalent entry from the Animate Objects chart? Can the two still be targeted separately? Does the target still get to take actions on their turn? How about reactions?

There's another spell that wraps up all these effects and answers all of the above questions (it even uses an ability check to resit): telekinesis. That said, to justify the existence of this spell I'd recommend against simply dropping telekinesis to 4th level with a metal-only restriction. --Vaegrim (talk) 18:02, 9 May 2019 (MDT)