my player (wizard) wants to create his own spell. I have nothing against it but i want to do it good so no over powered spells and all.
he made a reverse guiding bolt which deals the same damage but now it is necrotic and the first attack the targets makes until end of your next turn has disadvantage and with upcasting it it go's up with 1d6 per spell slot above first.
the damage is fine but I think the debuff (disadvantage) needs a save what do you guys think
It’s the same debuff as vicious mockery which is only a titch better that frostbite, and those are both Cantrips. Not to mention that guiding bolt is already considered slightly underpowered because it requires a successful attack roll or it’s wasted. I think it should be fine, if it required an attack and a save I wouldn’t bother preparing it.
Up the damage to 5D6 and make it 2nd level if he wants to keep the added feature without a save, sposta is right about hit roll and saving through ruining spell but the added feature should generate a higher cost. Could alternatively add a higher gp cost to component consumed. I would offer both options to player and let him decide
Up the damage to 5D6 and make it 2nd level if he wants to keep the added feature without a save, sposta is right about hit roll and saving through ruining spell but the added feature should generate a higher cost. Could alternatively add a higher gp cost to component consumed. I would offer both options to player and let him decide
It’s not really an “added feature” per se, they want to replace the rider that guiding bolt has with an inverse rider, like this:
GuidingSome other kind of Bolt
LEVEL
1st
CASTING TIME
1 Action
RANGE/AREA
120 ft
COMPONENTS
V, S
DURATION
1 Round
SCHOOL
Evocation
ATTACK/SAVE
Ranged
DAMAGE/EFFECT
Radiant
A flash of light streaksstreak of darkness flashes toward a creature of your choice within range. Make a ranged spell attack against the target. On a hit, the target takes 4d6 radiantnecrotic damage, and the next attack roll made against thisby the target before the end of your next turn has advantagedisadvantage, thanks to the mystical dim light glittering ongloaming that clings to the target until then.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Necrotic resistance/immunity is pretty common while Radiant resistance/immunity is the second least resisted type. Vulnerability to Radiant damage is also on the table.
Giving an Ally advantage means that the party can invest more resources into a single powerful attack, whereas disadvantage against a BBEG can very easily go to waste. Multi-attack, legendary actions, and aoe attacks mean that the BBEG will be doing plenty of damage regardless. Players also have plenty of mundane ways to impose disadvantage more reliably.
I think a more practical option would be granting disadvantage on the next saving throw that the target is subjected to. This is comparable to a lesser version of the Shadowfell Shard. Essentially a "Cursing Bolt".
Necrotic resistance/immunity is pretty common while Radiant resistance/immunity is the second least resisted type. Vulnerability to Radiant damage is also on the table.
Giving an Ally advantage means that the party can invest more resources into a single powerful attack, whereas disadvantage against a BBEG can very easily go to waste. Multi-attack, legendary actions, and aoe attacks mean that the BBEG will be doing plenty of damage regardless. Players also have plenty of mundane ways to impose disadvantage more reliably.
I think a more practical option would be granting disadvantage on the next saving throw that the target is subjected to. This is comparable to a lesser version of the Shadowfell Shard. Essentially a "Cursing Bolt".
A slight correction, Radiant is the 3rd least resisted/immune damage type. Force damage is 2nd, 1st is B, P, & S from magical attacks/weapons. (Psychic is 4th, Necrotic is 5th.)
A flash of light streaks toward a creature of your choice within range. Make a ranged spell attack against the target. On a hit, the target takes 4d6 radiant damage, and the next attack roll made against this target before the end of your next turn has advantage, thanks to the mystical dim light glittering on the target until then.
The original spell doesn't ask for a save DC. Chill touch doesn't ask for a Save DC when targeting Undead to give them disadvantage.
Let your player use it as they've suggested it. Nothing wrong with it at all. Do, however, make them work for it - a quest or some thing to create a new spell is a great experience :)
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hey question.
my player (wizard) wants to create his own spell. I have nothing against it but i want to do it good so no over powered spells and all.
he made a reverse guiding bolt which deals the same damage but now it is necrotic and the first attack the targets makes until end of your next turn has disadvantage
and with upcasting it it go's up with 1d6 per spell slot above first.
the damage is fine but I think the debuff (disadvantage) needs a save
what do you guys think
It’s the same debuff as vicious mockery which is only a titch better that frostbite, and those are both Cantrips. Not to mention that guiding bolt is already considered slightly underpowered because it requires a successful attack roll or it’s wasted. I think it should be fine, if it required an attack and a save I wouldn’t bother preparing it.
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Up the damage to 5D6 and make it 2nd level if he wants to keep the added feature without a save, sposta is right about hit roll and saving through ruining spell but the added feature should generate a higher cost. Could alternatively add a higher gp cost to component consumed. I would offer both options to player and let him decide
It’s not really an “added feature” per se, they want to replace the rider that guiding bolt has with an inverse rider, like this:
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Ah, i see, as is then, your right
This feels like a straight downgrade to me.
Necrotic resistance/immunity is pretty common while Radiant resistance/immunity is the second least resisted type. Vulnerability to Radiant damage is also on the table.
Giving an Ally advantage means that the party can invest more resources into a single powerful attack, whereas disadvantage against a BBEG can very easily go to waste. Multi-attack, legendary actions, and aoe attacks mean that the BBEG will be doing plenty of damage regardless. Players also have plenty of mundane ways to impose disadvantage more reliably.
I think a more practical option would be granting disadvantage on the next saving throw that the target is subjected to. This is comparable to a lesser version of the Shadowfell Shard. Essentially a "Cursing Bolt".
A slight correction, Radiant is the 3rd least resisted/immune damage type. Force damage is 2nd, 1st is B, P, & S from magical attacks/weapons. (Psychic is 4th, Necrotic is 5th.)
Otherwise I agree with you.
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I think it sounds fine. Make the spell level and damage the same as Guiding Bolt and give disadvantage on next attack. Nothing wrong with it.
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The original spell doesn't ask for a save DC. Chill touch doesn't ask for a Save DC when targeting Undead to give them disadvantage.
Let your player use it as they've suggested it. Nothing wrong with it at all. Do, however, make them work for it - a quest or some thing to create a new spell is a great experience :)