5
\$\begingroup\$

The party is deep into my 5e-updated classic Greyhawk Giants series.

The hill giants and their orc and goblin minions have attacked the Sterish city of Headwater and have taken about a quarter of the city. The party is about to embark on a mission to go behind enemy lines, kidnap and assassinate a stone giant who is critical to the hill giants' city / siege offensive as being their only trained engineer. While the party's patron recognizes that the stone giant needs to die, she also recognizes that at present the Stone Giant Thane has not joined the giant alliance and wants to keep it that way. Thus, she is requesting that they carry the body of the slain giant honorably back to his Thane in an effort to preserve a fragile peace between the humans and the stone giants. I would like the party to be able to accept this mission, without it becoming either a logistical challenge involving wagons and draft animals, or without loaning them a portable hole.

Instead, I would like to provide them with a version of the Enlarge / Reduce spell which is in all aspects identical to the original except that it can be upcast to extend the duration.

I figure the giant is 17 feet high and 1000 pounds; after reduce it would be 8.5 feet and a manageable 125 pounds.

For this version of Enlarge / Reduce I am proposing that:

When cast at 3rd level against living creatures, it lasts 10 minutes

When cast at 3rd level against objects, it lasts 1 hour

When cast at 4th level against living creatures, it lasts 1 hour (similar to polymorph)

When cast at 4th level against objects, it lasts 8 hours

When cast at 5th level against living creatures, it lasts 8 hours (much less than geas)

When cast at 5th level against objects, it lasts 24 hours

The party Wizard is currently 8th level and getting close to 9th. Requiring her to use both her fourth level slots and maintain concentration for the duration of travel every day in order to move swiftly and stealthily into the mountains with the body is just the right level of challenge for the group.

My only concern is that allowing this version of the spell to the party wizard permanently will have some unforeseen interaction with some other spell, ability, or item that I will later regret. This question, for example, asks about upcasting enlarge to permit two changes in creature size, and answers identify the interaction with levitation and grappling being problematic. I am interested in a similar troubleshooting review.

\$\endgroup\$
2
\$\begingroup\$

TLDR; Possibly. It depends on your table.

Enlarge/reduce is designed to last through a single fight. By design, your wizard should expend a new spell slot during each encounter to maintain the effect throughout each.

From there, the question is, what does your adventuring day look like? If you were to use 6 encounters per day, the wizard should burn all of their 2nd and 3rd level spells to maintain the effect through a 16 hour period. This totals to 15 spell slot levels.

Do you allow your wizard to gain the benefits of a short rest while concentrating on a spell? RAW, you probably should but many groups I've played with wouldn't. If not, then your 8th-/9th-level wizard loses 4 spell slot levels to opportunity cost (Arcane Recovery). Even with this, your wizard is losing much less using a 4th-level or 5th-level slot to move the object all day (8 and 9 spell slot levels, respectively).

How balanced this is depends on how often your wizard is making concentration checks and, to a large degree, how much their standard play style depends on concentration to begin with.

  • Signal Concentration Checks: If enemy NPCs always attack the party meaty shield, then the wizard has no reason to worry about concentration checks and it makes sense to enlarge that character for as long as possible. It will feel off to your players if your NPCs are suddenly attacking the wizard without warning. I'd suggest giving a visual cue to the spell that the wizard is providing the effect. This will tell your players that if the fighter/paladin is enlarged, the wizard will need to play defensively.
  • Playstyle: If your wizard spends all their slots on fireball, upcasting enlarge/reduce takes away one use of that per day (which actually gives some back if they would cast the original enlarge/reduce every encounter), but otherwise has little effect on their resources. If they favor ritual spells (concentration required for any casting over 1 action), utility spells like detect magic, buffs like magic weapon, or battlefield control like hold person, committing to concentration for hours at a time is a major decision--one your wizard is likely to not select unless they must.

Whether these elements add up to balance depends on the conventions around your table. My spellcaster rarely uses concentration spells and my barbarian is all about grappling. The knock on effects of allowing this buff would quickly outweigh the player resource cost. I might allow the upcasting to only effect objects or provide a magic item that facilitates the upcast with the understanding that it is a loaner and the party will face consequences if they run off with it.

If however your wizard embraces utility and regularly has to decide between maintaining concentration on their current spell or switching to a new effect, this upgrade will likely not significantly change the balance of your campaign.

\$\endgroup\$
1
  • \$\begingroup\$ Good answer. I hadn't considered that casting a ritual requires Concentration. I may indeed make it such that the upcast affects only objects, not creatures - that seems like a way of limiting most unforeseen interactions. \$\endgroup\$ – Kirt Feb 23 at 16:42

Your Answer

By clicking “Post Your Answer”, you agree to our terms of service, privacy policy and cookie policy

Not the answer you're looking for? Browse other questions tagged or ask your own question.