Talk:Unlimited Blade Works (5e Spell)

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I want each saying to have a different ability, and if need be change, just let me know what to add/change. If this too overpowered then you and your dm can put some limitations on it like a limit how many times you can use the final one.


Just a tip, try not to have the text go off the page, it makes it really hard to read. The Fyre Fox - The Only Real Fox There Is. (talk) 11:39, 19 October 2017 (MDT)


This wouldn't be 1st-through-9th, for the record. It'd just be 1st, and you list At Higher Levels having different effects. It's also really confusing for a lot of the things, such as the (really fuckin' stupid, in my personal opinion) requirement. The third level feature also shouldn't be "dm decides how many", it should be more like 1d4 or 1d6. --Blackbando (talk) 10:36, 26 October 2017 (MDT)

If you want, you can change the parts that confuse you. I never made spells before, I usually just do equipment and so this is just giving a very rough detail of how it works.


This spell is fine as it is, you just don't understand how it works, each part takes an action except the 2nd level part which is a reaction, except for the weapon summoning which is a bonus action costing a 1st lvl slot for each weapon, so in total you would cast each part taking one action to cast and one spell slot of the appropriate level per effect, and all of them must be cast in order, so your looking at 48 seconds total and 1 spell slot of each level up to 8th to create the effect. at 9th level it happens as 1 action with half the duration and radius and you get the reality marble and all the effects can be done within it as bonus actions. So its an interesting mechanic, not like other spells.

Well, the 9th level bit seems to counter this totally. It reads like you just spend a spell slot level to get that benefit. --Green Dragon (talk) 09:35, 25 January 2019 (MST)

Yes, but only at half duration and half radius, you only get full duration at 10 mins if you go through it fully, Hasty casting has a penalty. 9th level contains spells like wish, so I'm fine with that. A proper long ritualistic casting still has benefits even if you can hasty cast for the reality marble. It allows it to still have merit to go through the 48 second 1-8 casting, and still let casting it at 9th shine, also you may not want the marble effect, you may only want the shield effect or the tossing swords,and want that outside of the marble, so you'd have to use the 1-8 type casting. Its different, and even though you have the instant marble, you still could use the other parts outside the marble, the 9th takes you straight into the marble, maybe you don't want that, maybe the party has traps set up or maybe you want to just create a weapon, etc. it makes you think about how you'd want to use it, how many levels of it you'd want during a day and what effects you'd like to have outside of just going marble. Plus the idea of having a spell that escalates and must be cast in order of escalating spell levels gives the feeling of an epic big spell, and a goal. I could totally see a wizard summoning a monster and then casting this 1-8 or casting it while the party defends you. It makes the spell seem huge and powerful without being overpowered. Not to mention being able to create any melee weapon even magical ones, so long as you've "studied" the weapon is pretty neat, DM's can be flexible on the weapons and say they break after x number of misses representing parrying, or give them vulnerability to damage to make them fit. It offers a lot of role-playing potential as well as being a stand out spell in both execution and effect.


Alternative[edit]

This spell seems really convoluted and unworkable in its current state. I'd like to present an alternative version:

Casting Time: 1 minute
Range: 60 feet
Components: V, S
Duration: Concentration, up to 10 minutes

The spell transports you and up to ten creatures within range to a demiplane of your creation. Unwilling creatures can make a Charisma saving throw to avoid being transported with you. The demiplane appears to be an endless wasteland under a twilit sky, but is actually a hemispherical plane with a 60-foot radius, with the sky being an invisible dome of force. Once a creature is transported to this demiplane, it cannot leave by any means until the spell ends.

Within the demiplane, you can use a bonus action on each of your turns to summon a spectral weapon into your hands. This weapon can be a longsword, a greatsword, a rapier, or a pair of scimitars or shortswords. You can make two melee spell attacks with these weapons each turn, inflicting force damage equal to the weapon’s normal damage plus your spellcasting ability modifier. Additionally, you can use an action on each of your turns to bombard a 30 foot-radius sphere with hundreds of magically-propelled swords. Each creature in that area must make a Dexterity saving throw, taking 8d6 magical slashing damage on a failed save, or half as much damage on a successful one.

Maintaining this spell places a great strain on your mind. When the spell ends, you take 1d6 psychic damage for every minute that the spell was maintained.--SlaadSack (talk) 11:07, 16 March 2019 (MDT)

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