![]() If your players fight mostly against single bosses a Finger of Death means in average about 50% more damage than a 7th level Fireball. I would take this into consideration when balancing your homebrew items. ![]() One of my DMs builds magic items this way, and it works to make magic items that are useful but not overpowered.įirst of all, depending on your DM style, a massive-single-target damage spell might seem more powerful than an AoE spell. A 1-charge wand might cost 100 gp, but 2 charges might be 200, 3 charges might be 400, 4 charges cost 800, and so forth. ![]() I'd suggest that the cost, whatever it may be, scales exponentially with the number of charges. The DMG provides no guidance on how magic items are made, so I'm assuming you have some homebrew rules for that. Additionally, allowing them to make the item themselves means that they can tailor it to be much more powerful for their character. For example, if a wizard casts fireball a few times every day, and makes a wand of fireball, they're effectively getting free spell slots from the wand. If you're having players make magic items, you might run into the problem that the items are too powerful. That's as much as you get on the number of charges. A rare, very rare, or legendary item might allow its possessor to cast a lower-level spell more frequently. For example, a common item might confer the benefit of a 1st-level spell once per day (or just once, if it's consumable). This column of the table indicates the highest-level spell effect the item should confer, in the form of a once-per-day or similarly limited property. The only guidance in the DMG on creating magic items states (referring to a table on page 285): For example, it has 7 charges of Conjure Elemental (5th level), 7 charges of Fireball (at 7th level), but only 2 charges of Knock (2nd level).Īs an aside, I would imagine that higher level spells should have fewer charges, as they are more powerful. The example you use, the Staff of the Magi, does not follow any clear rules about its charges. ![]() The official sources have no guidance on this, and are inconsistent This is prior to the optional rules in Xanathar's Guide to Everything on crafting. If you go by the guidelines from the DMG it would take a single caster greater than 54 years to create a Staff of the Magi. One other thing to consider is the length of time to create a legendary item is quite long. They cost one charge for the base cast and in the case of some like Magic Missiles (DMG 211) as you mentioned it costs an additional charge to add the equivalent of a spell slot to the casting. There is no hard RAW details on this but it is extrapolated from the staves. There seems to be a discrepancy on the Conjure Elemental ability though, it states 7c to use but this could be an error and is intended for the casting of at a 7th level slot. To your point there is not much of a power discrepancy between a lvl 7 Fireball and a Finger of Death since one is single target and the other is AoE so potentially the Fireball can cause much more damage overall. If you look at the Fireball 7th level(7c) version and the Wall of Fire(which is a level 4 spell it takes 4c) stands to reason that Finger of Death would take as many charges as the level in which you would want it cast. Gauging from the lists on all the staves with which I have read the pattern seems to be one charge per level of the spell slot used to cast the spell.
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