double spell- this spell ignores the “one levelled spell as a bonus action, only cantrips as action”. Allow sorcerers to cast two levelled spells for a cost. They are burning the resources plus extra so why not.
Eroding spell - this spell ignores resistance to the spells damage.
Translocated spell - this spell has a point of origin chosen by you within the spells range that you can see.
interfering spell - chaotic magic infects the target of your spell. If the creature casts a spell before the end of your next turn the opposing creatures have advantage on one saving throw to avoid its effect.
lingering spell - you can ready a spell with a trigger at a location. The spell is consumed whether the trigger occurs. The spell can be held for an hour, boosted by more sorcerery points if needed. Cost increase for higher level spells.
branding spell - hitting a creature with a spell marks them making attacks with a matching damage type have advantage.
volatile spell - if the single target spell kills the target, the spell echos to all targets within 5ft. (Possibly half damage, still roll to hit/save)
disrupting spell - this spell imposes disadvantage on the targets next concentration check (inc triggering spell)
Held spell - spend sorcery points to allow you to hold a spell for longer. Minutes/hours per point. Potentially allows weaponising long cast time spells. The spell still requires concentration. Can change trigger once per round.
wild spell - this spell forces a wild magic surge. It can originate from you, or the target location.
branding spell - hitting a creature with a spell marks them making attacks with a matching damage type have advantage.
Hmm, this is an interesting idea. Maybe something like:
Branding Spell
When you damage a creature with a spell, you may spend 1 sorcery point to give advantage to the next attack made against that creature before the end of your next turn that does the same damage type. If your spell did multiple types of damage, you must choose one when using this metamagic
I could also see a version that gives temporary vulnerability to that damage type instead of advantage (bumping the cost to 2 or even 3 points), to allow you to chain saving throw spells and that sort of thing
I'm also wondering if in that case it should be restricted to non-BPS damage types. Vulnerability to, say, slashing damage for a whole turn could be pretty OP
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Active characters:
Carric Aquissar, elven wannabe artist in his deconstructionist period (Archfey warlock) Lan Kidogo, mapach archaeologist and treasure hunter (Knowledge cleric) Mardan Ferres, elven private investigator obsessed with that one unsolved murder (Assassin rogue) Xhekhetiel, halfling survivor of a Betrayer Gods cult (Runechild sorcerer/fighter)
branding spell - hitting a creature with a spell marks them making attacks with a matching damage type have advantage.
Hmm, this is an interesting idea. Maybe something like:
Branding Spell
When you damage a creature with a spell, you may spend 1 sorcery point to give advantage to the next attack made against that creature before the end of your next turn that does the same damage type. If your spell did multiple types of damage, you must choose one when using this metamagic
I could also see a version that gives temporary vulnerability to that damage type instead of advantage (bumping the cost to 2 or even 3 points), to allow you to chain saving throw spells and that sort of thing
I'm also wondering if in that case it should be restricted to non-BPS damage types. Vulnerability to, say, slashing damage for a whole turn could be pretty OP
Those seem reasonable. Not sure if the BPS restriction is needed. Not too many spells use those and I imagine it would be on one hit afterwards only.
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A few options, though costs aren’t set.
double spell- this spell ignores the “one levelled spell as a bonus action, only cantrips as action”. Allow sorcerers to cast two levelled spells for a cost. They are burning the resources plus extra so why not.
Eroding spell - this spell ignores resistance to the spells damage.
Translocated spell - this spell has a point of origin chosen by you within the spells range that you can see.
interfering spell - chaotic magic infects the target of your spell. If the creature casts a spell before the end of your next turn the opposing creatures have advantage on one saving throw to avoid its effect.
lingering spell - you can ready a spell with a trigger at a location. The spell is consumed whether the trigger occurs. The spell can be held for an hour, boosted by more sorcerery points if needed. Cost increase for higher level spells.
branding spell - hitting a creature with a spell marks them making attacks with a matching damage type have advantage.
volatile spell - if the single target spell kills the target, the spell echos to all targets within 5ft. (Possibly half damage, still roll to hit/save)
disrupting spell - this spell imposes disadvantage on the targets next concentration check (inc triggering spell)
Held spell - spend sorcery points to allow you to hold a spell for longer. Minutes/hours per point. Potentially allows weaponising long cast time spells. The spell still requires concentration. Can change trigger once per round.
wild spell - this spell forces a wild magic surge. It can originate from you, or the target location.
Double spell was what quicken spell was during the 5e playest and they decided to nerf it for some reason.
Hmm, this is an interesting idea. Maybe something like:
I could also see a version that gives temporary vulnerability to that damage type instead of advantage (bumping the cost to 2 or even 3 points), to allow you to chain saving throw spells and that sort of thing
I'm also wondering if in that case it should be restricted to non-BPS damage types. Vulnerability to, say, slashing damage for a whole turn could be pretty OP
Active characters:
Carric Aquissar, elven wannabe artist in his deconstructionist period (Archfey warlock)
Lan Kidogo, mapach archaeologist and treasure hunter (Knowledge cleric)
Mardan Ferres, elven private investigator obsessed with that one unsolved murder (Assassin rogue)
Xhekhetiel, halfling survivor of a Betrayer Gods cult (Runechild sorcerer/fighter)
Those seem reasonable. Not sure if the BPS restriction is needed. Not too many spells use those and I imagine it would be on one hit afterwards only.