Talk:Primordial Staff (5e Equipment)

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Ideally, the exact spells should be named. As it is, GM attempting to use this staff has to put in more work to make it usable than was (probably) used to design it in the first place.
Also, what's "the 11th slot of magic"? - Guy (talk) 21:59, 26 June 2017 (MDT)

R: The exact spells would be hard to name, since there are also homebrew spells, but like, if a player with an Ice Primordial Staff uses a chromatic orb, he can only choose the ice element. As for 11th slot of magic, its for the +(x)d(Y) damage for each level above you cast this magic (I.E.: A spell that causes 1d4 of damage if using a 2nd slot magic and +1d4 if cast with any level above, casting it with a 3rd slot would do 2d4, with a 4th slot would do 3d4 and so on). - Velken_Iakov (talk) 08:45, 26 of July 2017 (GMT-3)

Judging by the word choice of "materia," this staff is inspired by Final Fantasy franchise, is it? I think the main problem concerning this staff comes in two perspectives:

  • "Attribute." I'm not sure how exactly things worked in 3.5e, but in 5e, there are no spells that explicitly tied to a certain "element" or "attribute". You can't exactly say that zone of truth is a "good" spell, inflict wounds is an "evil", and so forth. This is especially important with so-called "elemental spells", because rules-wise, there are no concrete definition of an element bound to a specific spell. For instance: Is the meteor swarm spell a fire spell, an earth spell, or both, or neither? The judge is entirely up to the DM, which could be a bit problematic.
Personally, while it is utterly tragic for fitting things in FF universe, I suggest using damage types instead of (currently poorly defined) attributes. This will give some clear guideline for which spell is applied and which is not.
  • Spell Level? Uh, this is rules-wise, but the maximum spell level is 9th, flat, no higher, no lower. 11th is not only orthodox, but also very, very discouraged, from what I know that thing is gone when things moved from 2nd edition.
Even if it's capped at 9th level, the problem still lingers on. The current effect of the staff makes every spell a character casts 9th, however limitedly. Just to demonstrate how massively overpowered this is: You gain one and only 9th-level spell slot at 17th level, and even a 1st-level spell can be devastatingly strong when cast with a 9th-level slot.
For reference: a teeny tiny chromatic orb deals 11d8 (average 94) damage of a specific damage type, which is more than enough to one-hit-kill many NPCs and monsters. And you get to cast spam this monstrosity as much as your spell slots allow. Things get even worse with area-of-effect spells, such as burning hands and whatnot

So that's it for me. Oh, if you by any chance use a homebrew rules that adds the "attributes" to spells, you can skip my first comments. --WeirdoWhoever (talk) 06:05, 26 July 2017 (MDT)

R: Saddly, it is not based on "FF" franchise. As for Attribute it would be up to the DM, but for your example meteor swarm I would judge it as Celestial, since the meteors come from space. AFAIK spells above the 9th are the ones from the very creation of the planes. The Staff is meant to be an item that is very powerful, for very dangerous adventures (i.e.: fighting Ouroboros). I agree that is strong, but is meant to be like that, its not an Item I'd give to a player so easy, the easiest way I can think of getting this staff, would be to time travel to the very creating of the planes and "stealing" it from its owner. - Velken Iakov (talk) 06:32, 26 July 2017 (MDT)

In regards to that last comment, and considering the staff's power, I would suggest converting it to a artifact. It's assumed in 5e that only artifacts are truly one-of-a-kind, and lesser magic items never have this level of power ascribed to them. - Guy (talk) 08:51, 26 July 2017 (MDT)

As long as there are no objections, I think I will adopt this equipment. Arquebus (talk) 14:29, 23 May 2020 (MDT)

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