A 1st level spell with a similar effect to Hex, but weaker and doesn't require concentration. seems balanced, but would require playtesting to be sure.
A 4th level spell that lets you teleport multiple people or objects and yourself 60 feet as a bonus action. This one seems very powerful, and needs clarification. I assume it's meant to be a movement spell, but its most powerful use is probably offensive; it requires no save to teleport and unwilling creature, so it deals a guaranteed 6d6 bludgeoning damage (fall damage) to any creatures within 10 feet, and they land prone, so everyone has advantage against them and the targeted creatures have disadvantage. Because you have to teleport yourself, this would be best used with a flying race, or a character with another form of fall damage reduction. PS: the wording off the spell mean you have to teleport an exact amount of creatures/object equal to your spellcasting mod.
A 5th level spell that deals 4d8 damage on a failed save or half as much on a success to 5 targets within 60 feet, and gives everyone advantage against creatures that failed the save for one round. This seems slightly powerful, but not broken. Compared to a similar spell, Destructive Wave, It does about the same damage, but hits five targets instead of all within 30 ft. Most of the time, you won't be hitting more than 5 creatures with Destructive Wave, and the insurance that you won't hit your party members is a good bonus that pushes it past Destructive Wave. However, it would depend on if your DM uses hoards of enemies.
A 6th level spell with a similar effect to Gravity Fissure, but in a 30ft radius sphere instead of a line. This seems to be a strict upgrade for Gravity Fissure in almost every situation, as a 30 ft radius sphere will amost always hit more creatures than a 100 ft line. You can also select creatures to be immune to the effect, which mitigates the negatives of effecting such a large area.
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I write homebrew and don't publish it. (evil, I know)
A 1st level spell with a similar effect to Hex, but weaker and doesn't require concentration. seems balanced, but would require playtesting to be sure.
A 4th level spell that lets you teleport multiple people or objects and yourself 60 feet as a bonus action. This one seems very powerful, and needs clarification. I assume it's meant to be a movement spell, but its most powerful use is probably offensive; it requires no save to teleport and unwilling creature, so it deals a guaranteed 6d6 bludgeoning damage (fall damage) to any creatures within 10 feet, and they land prone, so everyone has advantage against them and the targeted creatures have disadvantage. Because you have to teleport yourself, this would be best used with a flying race, or a character with another form of fall damage reduction. PS: the wording off the spell mean you have to teleport an exact amount of creatures/object equal to your spellcasting mod.
A 5th level spell that deals 4d8 damage on a failed save or half as much on a success to 5 targets within 60 feet, and gives everyone advantage against creatures that failed the save for one round. This seems slightly powerful, but not broken. Compared to a similar spell, Destructive Wave, It does about the same damage, but hits five targets instead of all within 30 ft. Most of the time, you won't be hitting more than 5 creatures with Destructive Wave, and the insurance that you won't hit your party members is a good bonus that pushes it past Destructive Wave. However, it would depend on if your DM uses hoards of enemies.
A 6th level spell with a similar effect to Gravity Fissure, but in a 30ft radius sphere instead of a line. This seems to be a strict upgrade for Gravity Fissure in almost every situation, as a 30 ft radius sphere will amost always hit more creatures than a 100 ft line. You can also select creatures to be immune to the effect, which mitigates the negatives of effecting such a large area.
Okay thank you for the advice I will try to fix them.
A 1st level spell with a similar effect to Hex, but weaker and doesn't require concentration. seems balanced, but would require playtesting to be sure.
A 4th level spell that lets you teleport multiple people or objects and yourself 60 feet as a bonus action. This one seems very powerful, and needs clarification. I assume it's meant to be a movement spell, but its most powerful use is probably offensive; it requires no save to teleport and unwilling creature, so it deals a guaranteed 6d6 bludgeoning damage (fall damage) to any creatures within 10 feet, and they land prone, so everyone has advantage against them and the targeted creatures have disadvantage. Because you have to teleport yourself, this would be best used with a flying race, or a character with another form of fall damage reduction. PS: the wording off the spell mean you have to teleport an exact amount of creatures/object equal to your spellcasting mod.
A 5th level spell that deals 4d8 damage on a failed save or half as much on a success to 5 targets within 60 feet, and gives everyone advantage against creatures that failed the save for one round. This seems slightly powerful, but not broken. Compared to a similar spell, Destructive Wave, It does about the same damage, but hits five targets instead of all within 30 ft. Most of the time, you won't be hitting more than 5 creatures with Destructive Wave, and the insurance that you won't hit your party members is a good bonus that pushes it past Destructive Wave. However, it would depend on if your DM uses hoards of enemies.
A 6th level spell with a similar effect to Gravity Fissure, but in a 30ft radius sphere instead of a line. This seems to be a strict upgrade for Gravity Fissure in almost every situation, as a 30 ft radius sphere will amost always hit more creatures than a 100 ft line. You can also select creatures to be immune to the effect, which mitigates the negatives of effecting such a large area.
These are the edits I made:
added 2 cantrips
1st level: no change
added 3rd level spell
4th level: improved wording, decreased range to 30 feet
5th level: you’re right in stating that destructive wave won’t usually hit 5 creatures, but destructive wave deals almost twice the damage. You’re right that the added effect and the fact that you can’t hit allies is strong, so I might tweak that a little. No change.
Here are some homebrew spells I’ve been working on:
https://www.dndbeyond.com/spells/1892915-ivellioss-starry-mark
https://www.dndbeyond.com/spells/1892455-ivellioss-astral-barrage
https://www.dndbeyond.com/spells/1894346-ivellioss-astral-step
https://www.dndbeyond.com/spells/1894282-ivellioss-radiant-implosion
https://www.dndbeyond.com/spells/1893716-ivellioss-falling-star
https://www.dndbeyond.com/spells/1893707-ivellioss-shooting-star
https://www.dndbeyond.com/spells/1894399-ivellioss-timeshift
Feedback please!
edit: updated some of the spells and shared 2 cantrips
the spells are as follows:
A 1st level spell with a similar effect to Hex, but weaker and doesn't require concentration. seems balanced, but would require playtesting to be sure.
A 4th level spell that lets you teleport multiple people or objects and yourself 60 feet as a bonus action. This one seems very powerful, and needs clarification. I assume it's meant to be a movement spell, but its most powerful use is probably offensive; it requires no save to teleport and unwilling creature, so it deals a guaranteed 6d6 bludgeoning damage (fall damage) to any creatures within 10 feet, and they land prone, so everyone has advantage against them and the targeted creatures have disadvantage. Because you have to teleport yourself, this would be best used with a flying race, or a character with another form of fall damage reduction. PS: the wording off the spell mean you have to teleport an exact amount of creatures/object equal to your spellcasting mod.
A 5th level spell that deals 4d8 damage on a failed save or half as much on a success to 5 targets within 60 feet, and gives everyone advantage against creatures that failed the save for one round. This seems slightly powerful, but not broken. Compared to a similar spell, Destructive Wave, It does about the same damage, but hits five targets instead of all within 30 ft. Most of the time, you won't be hitting more than 5 creatures with Destructive Wave, and the insurance that you won't hit your party members is a good bonus that pushes it past Destructive Wave. However, it would depend on if your DM uses hoards of enemies.
A 6th level spell with a similar effect to Gravity Fissure, but in a 30ft radius sphere instead of a line. This seems to be a strict upgrade for Gravity Fissure in almost every situation, as a 30 ft radius sphere will amost always hit more creatures than a 100 ft line. You can also select creatures to be immune to the effect, which mitigates the negatives of effecting such a large area.
I write homebrew and don't publish it. (evil, I know)
Okay thank you for the advice I will try to fix them.
These are the edits I made:
added 2 cantrips
1st level: no change
added 3rd level spell
4th level: improved wording, decreased range to 30 feet
5th level: you’re right in stating that destructive wave won’t usually hit 5 creatures, but destructive wave deals almost twice the damage. You’re right that the added effect and the fact that you can’t hit allies is strong, so I might tweak that a little. No change.
6th level: made it 7th level instead of 6th