This part makes no sense: "The creatures take 1/4 damage except undead, fiends and aberrations they take regularly damage no half or double on a successful save." It seems to say that material plane enemies take 1/4 damage, but then they take "regularly damage no half or double on a success", which is thoroughly incomprehensible.
I changed it a little but what I was saying was that creatures who saved on the dc only take 1/4 damage but if that creature is a undead, fiends or aberrations they take the regular amount of damage with no reduction or additional damage instead of the regular 1/4 damage taken all other creatures take
So, if the Fiends, Undead, and Aberrations in a 50-foot radius take 17d8 Fire Damage, 7d10 Radiant Damage and 7d6 Psychic Damage (I assume you misspelled Psychic) doubled.
I think you are trying to play off of 777 with the damage dice.
First, I believe spells at least tend to use the same damage die. See, Meteor Swarm and Flame Strike
If the spell target has more than 100 HP, this spell is better than Power Word Kill by a wide margin. Also, it averages 139.5 damage or 279 damage against Aberrations, Fiends, and Undead. Plus, it has a rider effect of creating Difficult terrain. Meteor Swarm has a similar effect (technically a shorter range but a larger AoE) and deals an average 140 damage.
Some changes I would make:
Duration:1 minute.
Range/Area:1 mile (50 foot Radius sphere)
You point to an area in range and a giant flame burst from the floor with a holy glow in a 50ft radius. Creatures you choose in the area when the spell is cast must make an Intelligence save or take 7d8 Fire Damage, 7d8 Radiant Damage, and 7d8 Psychic Damage or half as much on a successful one. Aberrations, Fiends, and Undead take double damage on a success or failure.
For the duration, the area is difficult terrain for Aberrations, Fiends, and Undead creatures.
I feel like Aberrations, Fiends, and Undead doesn't really limit the spell that much so it's just a super high damage nuke. Toning it down makes it more reasonable in my opinion. In addition, rewriting it to allow for a save for half damage causes it to interact with features like Evasion (if there is an equivalent for Intelligence saves). As an AoE that deals damage, I would expect this to require a Dexterity Save instead of Intelligence, but I left it. A Wisdom save may also be interesting. Also, Aberrations, Fiends, and Undead taking double damage on a successful save and normal damage on a successful one is the same as taking half damage on a successful save but the damage is always doubled. If you want to make the spell more reliable without pumping up the damage, you could also add "if a target is immune to any of the damage from the spell, it is resistant instead" or "This damage can't be reduced or prevented in any way", possibly restricting this to Aberrations, Fiends, and Undead.
This version averages 94.5 on average for general targets with 47.25 on a successful save. Against Aberrations, Fiends, and Undead, it averages 189 on average with 94.5 on a successful save.
So, if the Fiends, Undead, and Aberrations in a 50-foot radius take 17d8 Fire Damage, 7d10 Radiant Damage and 7d6 Psychic Damage (I assume you misspelled Psychic) doubled.
I think you are trying to play off of 777 with the damage dice.
First, I believe spells at least tend to use the same damage die. See, Meteor Swarm and Flame Strike
If the spell target has more than 100 HP, this spell is better than Power Word Kill by a wide margin. Also, it averages 139.5 damage or 279 damage against Aberrations, Fiends, and Undead. Plus, it has a rider effect of creating Difficult terrain. Meteor Swarm has a similar effect (technically a shorter range but a larger AoE) and deals an average 140 damage.
Some changes I would make:
Duration:1 minute.
Range/Area:1 mile (50 foot Radius sphere)
You point to an area in range and a giant flame burst from the floor with a holy glow in a 50ft radius. Creatures you choose in the area when the spell is cast must make an Intelligence save or take 7d8 Fire Damage, 7d8 Radiant Damage, and 7d8 Psychic Damage or half as much on a successful one. Aberrations, Fiends, and Undead take double damage on a success or failure.
For the duration, the area is difficult terrain for Aberrations, Fiends, and Undead creatures.
I feel like Aberrations, Fiends, and Undead doesn't really limit the spell that much so it's just a super high damage nuke. Toning it down makes it more reasonable in my opinion. In addition, rewriting it to allow for a save for half damage causes it to interact with features like Evasion (if there is an equivalent for Intelligence saves). As an AoE that deals damage, I would expect this to require a Dexterity Save instead of Intelligence, but I left it. A Wisdom save may also be interesting. Also, Aberrations, Fiends, and Undead taking double damage on a successful save and normal damage on a successful one is the same as taking half damage on a successful save but the damage is always doubled. If you want to make the spell more reliable without pumping up the damage, you could also add "if a target is immune to any of the damage from the spell, it is resistant instead" or "This damage can't be reduced or prevented in any way", possibly restricting this to Aberrations, Fiends, and Undead.
This version averages 94.5 on average for general targets with 47.25 on a successful save. Against Aberrations, Fiends, and Undead, it averages 189 on average with 94.5 on a successful save.
What do you think of these suggestions?
I like your balance and feedback. but I don’t know why anyone would pick this 9th level spell over meteor swarm with your changes because it feels a bit weak of 9th level spell against anything not Aberrations, Fiends, and Undead and even then it is only 40 extra damage and difficult terrain on meteor swarm. where meteor swarm does more damage on every thing and has a bigger radius. how I did it was that the spell and meteor swarm did around the same damage as each other on everything other than Aberrations, Fiends, and Undead but god wrath had a smaller radius and had it so if the creature was not a Aberrations, Fiends, and Undead and saved against the spell it would take 1/4 damage making meteor swarm better against creatures not Aberrations, Fiends, and Undead but gods wrath did a ton more damage and difficult terrain against Aberrations, Fiends, and Undead. also the intelligence saving throw was a clever thing were religion checks are intelligence so the more religious you are the harder it is to do damage to you. also it is nice you noticed the 777 because 7 is a religious number.
I like your balance and feedback. but I don’t know why anyone would pick this 9th level spell over meteor swarm with your changes because it feels a bit weak of 9th level spell against anything not Aberrations, Fiends, and Undead and even then it is only 40 extra damage and difficult terrain on meteor swarm. where meteor swarm does more damage on every thing and has a bigger radius. how I did it was that the spell and meteor swarm did around the same damage as each other on everything other than Aberrations, Fiends, and Undead but god wrath had a smaller radius and had it so if the creature was not a Aberrations, Fiends, and Undead and saved against the spell it would take 1/4 damage making meteor swarm better against creatures not Aberrations, Fiends, and Undead but gods wrath did a ton more damage and difficult terrain against Aberrations, Fiends, and Undead. also the intelligence saving throw was a clever thing were religion checks are intelligence so the more religious you are the harder it is to do damage to you. also it is nice you noticed the 777 because 7 is a religious number.
Your original form was, in my opinion, strong for a 9th level spell and I found myself asking "why would I choose Meteor Swarm over this". My suggested revision a reduced AoE and reduced damage versus general enemies, but the ability to choose to exclude creatures in the AoE makes it more of a precision spell. Meteor Swarm also deals damage using two damage types that are common to encounter resistance or immunity to. Your spell is less likely to encounter resistance or immunity. Additionally, I don' think Aberrations, Fiends, and Undead are a significant limitation on the spell. Of all officially published WotC creatures 22.7% are Aberrations, Fiends, or Undead. At CR 17+, that jumps up to 33.8%. If there are not spells that are better choices for other creature types, this spell becomes an auto-pick. Even beyond that, because you choose who is affected, it's tactically superior. Your party won't hate you for dropping this spell on the big bad while they are fighting. Drop Meteor Swarm on the boss fight and the Melee characters may have want to have words with you...
That was my rationale, but, of course, it's your spell.
Fiends and Celestials are basically the same, just on opposites of a philosophical dispute. ;) I personally would change it to a Dex save for consistency with other AoEs or a Wisdom save to represent force of will.
I like your balance and feedback. but I don’t know why anyone would pick this 9th level spell over meteor swarm with your changes because it feels a bit weak of 9th level spell against anything not Aberrations, Fiends, and Undead and even then it is only 40 extra damage and difficult terrain on meteor swarm. where meteor swarm does more damage on every thing and has a bigger radius. how I did it was that the spell and meteor swarm did around the same damage as each other on everything other than Aberrations, Fiends, and Undead but god wrath had a smaller radius and had it so if the creature was not a Aberrations, Fiends, and Undead and saved against the spell it would take 1/4 damage making meteor swarm better against creatures not Aberrations, Fiends, and Undead but gods wrath did a ton more damage and difficult terrain against Aberrations, Fiends, and Undead. also the intelligence saving throw was a clever thing were religion checks are intelligence so the more religious you are the harder it is to do damage to you. also it is nice you noticed the 777 because 7 is a religious number.
Your original form was, in my opinion, strong for a 9th level spell and I found myself asking "why would I choose Meteor Swarm over this". My suggested revision a reduced AoE and reduced damage versus general enemies, but the ability to choose to exclude creatures in the AoE makes it more of a precision spell. Meteor Swarm also deals damage using two damage types that are common to encounter resistance or immunity to. Your spell is less likely to encounter resistance or immunity. Additionally, I don' think Aberrations, Fiends, and Undead are a significant limitation on the spell. Of all officially published WotC creatures 22.7% are Aberrations, Fiends, or Undead. At CR 17+, that jumps up to 33.8%. If there are not spells that are better choices for other creature types, this spell becomes an auto-pick. Even beyond that, because you choose who is affected, it's tactically superior. Your party won't hate you for dropping this spell on the big bad while they are fighting. Drop Meteor Swarm on the boss fight and the Melee characters may have want to have words with you...
That was my rationale, but, of course, it's your spell.
Fiends and Celestials are basically the same, just on opposites of a philosophical dispute. ;) I personally would change it to a Dex save for consistency with other AoEs or a Wisdom save to represent force of will.
Ok maybe I can change the 17d8 fire damage to 17d6 fire damage and change the 50ft cylinder to a 35ft cylinder but the difficult terrain it makes stays a 50ft radius what do you think of those changes
this makes the Average damage 122 damage instead of meteor swarm 140 damage for a failed save and 30 damage instead of meteor swarm 70 damage for a successful save
also I just like the flavor of the religion checks in dnd using intelligence so a holy and religious spell makes other creatures use a intelligence saving throw against it and probably only high level religious people will have this spell
Hey guys I made a 9th level holy spell let me know any feedback you have
https://www.dndbeyond.com/homebrew/creations/view?entityTypeId=1118725998&id=3118582
Just home brewing around https://www.dndbeyond.com/homebrew/creations/view?entityTypeId=779871897&id=5945574 https://www.dndbeyond.com/homebrew/creations/view?entityTypeId=1743923279&id=2040052
https://www.dndbeyond.com/homebrew/creations/view?entityTypeId=779871897&id=5390966
https://www.dndbeyond.com/homebrew/creations/view?entityTypeId=779871897&id=5903213
https://www.dndbeyond.com/homebrew/creations/view?entityTypeId=789467139&id=2483218
This part makes no sense: "The creatures take 1/4 damage except undead, fiends and aberrations they take regularly damage no half or double on a successful save." It seems to say that material plane enemies take 1/4 damage, but then they take "regularly damage no half or double on a success", which is thoroughly incomprehensible.
I changed it a little but what I was saying was that creatures who saved on the dc only take 1/4 damage but if that creature is a undead, fiends or aberrations they take the regular amount of damage with no reduction or additional damage instead of the regular 1/4 damage taken all other creatures take
Just home brewing around https://www.dndbeyond.com/homebrew/creations/view?entityTypeId=779871897&id=5945574 https://www.dndbeyond.com/homebrew/creations/view?entityTypeId=1743923279&id=2040052
https://www.dndbeyond.com/homebrew/creations/view?entityTypeId=779871897&id=5390966
https://www.dndbeyond.com/homebrew/creations/view?entityTypeId=779871897&id=5903213
https://www.dndbeyond.com/homebrew/creations/view?entityTypeId=789467139&id=2483218
So, if the Fiends, Undead, and Aberrations in a 50-foot radius take 17d8 Fire Damage, 7d10 Radiant Damage and 7d6 Psychic Damage (I assume you misspelled Psychic) doubled.
I think you are trying to play off of 777 with the damage dice.
First, I believe spells at least tend to use the same damage die. See, Meteor Swarm and Flame Strike
If the spell target has more than 100 HP, this spell is better than Power Word Kill by a wide margin. Also, it averages 139.5 damage or 279 damage against Aberrations, Fiends, and Undead. Plus, it has a rider effect of creating Difficult terrain. Meteor Swarm has a similar effect (technically a shorter range but a larger AoE) and deals an average 140 damage.
Some changes I would make:
I feel like Aberrations, Fiends, and Undead doesn't really limit the spell that much so it's just a super high damage nuke. Toning it down makes it more reasonable in my opinion. In addition, rewriting it to allow for a save for half damage causes it to interact with features like Evasion (if there is an equivalent for Intelligence saves). As an AoE that deals damage, I would expect this to require a Dexterity Save instead of Intelligence, but I left it. A Wisdom save may also be interesting. Also, Aberrations, Fiends, and Undead taking double damage on a successful save and normal damage on a successful one is the same as taking half damage on a successful save but the damage is always doubled. If you want to make the spell more reliable without pumping up the damage, you could also add "if a target is immune to any of the damage from the spell, it is resistant instead" or "This damage can't be reduced or prevented in any way", possibly restricting this to Aberrations, Fiends, and Undead.
This version averages 94.5 on average for general targets with 47.25 on a successful save. Against Aberrations, Fiends, and Undead, it averages 189 on average with 94.5 on a successful save.
What do you think of these suggestions?
How to add Tooltips.
My houserulings.
I like your balance and feedback. but I don’t know why anyone would pick this 9th level spell over meteor swarm with your changes because it feels a bit weak of 9th level spell against anything not Aberrations, Fiends, and Undead and even then it is only 40 extra damage and difficult terrain on meteor swarm. where meteor swarm does more damage on every thing and has a bigger radius. how I did it was that the spell and meteor swarm did around the same damage as each other on everything other than Aberrations, Fiends, and Undead but god wrath had a smaller radius and had it so if the creature was not a Aberrations, Fiends, and Undead and saved against the spell it would take 1/4 damage making meteor swarm better against creatures not Aberrations, Fiends, and Undead but gods wrath did a ton more damage and difficult terrain against Aberrations, Fiends, and Undead. also the intelligence saving throw was a clever thing were religion checks are intelligence so the more religious you are the harder it is to do damage to you. also it is nice you noticed the 777 because 7 is a religious number.
Just home brewing around https://www.dndbeyond.com/homebrew/creations/view?entityTypeId=779871897&id=5945574 https://www.dndbeyond.com/homebrew/creations/view?entityTypeId=1743923279&id=2040052
https://www.dndbeyond.com/homebrew/creations/view?entityTypeId=779871897&id=5390966
https://www.dndbeyond.com/homebrew/creations/view?entityTypeId=779871897&id=5903213
https://www.dndbeyond.com/homebrew/creations/view?entityTypeId=789467139&id=2483218
Your original form was, in my opinion, strong for a 9th level spell and I found myself asking "why would I choose Meteor Swarm over this". My suggested revision a reduced AoE and reduced damage versus general enemies, but the ability to choose to exclude creatures in the AoE makes it more of a precision spell. Meteor Swarm also deals damage using two damage types that are common to encounter resistance or immunity to. Your spell is less likely to encounter resistance or immunity. Additionally, I don' think Aberrations, Fiends, and Undead are a significant limitation on the spell. Of all officially published WotC creatures 22.7% are Aberrations, Fiends, or Undead. At CR 17+, that jumps up to 33.8%. If there are not spells that are better choices for other creature types, this spell becomes an auto-pick. Even beyond that, because you choose who is affected, it's tactically superior. Your party won't hate you for dropping this spell on the big bad while they are fighting. Drop Meteor Swarm on the boss fight and the Melee characters may have want to have words with you...
That was my rationale, but, of course, it's your spell.
Fiends and Celestials are basically the same, just on opposites of a philosophical dispute. ;) I personally would change it to a Dex save for consistency with other AoEs or a Wisdom save to represent force of will.
How to add Tooltips.
My houserulings.
Ok maybe I can change the 17d8 fire damage to 17d6 fire damage and change the 50ft cylinder to a 35ft cylinder but the difficult terrain it makes stays a 50ft radius what do you think of those changes
this makes the Average damage 122 damage instead of meteor swarm 140 damage for a failed save and 30 damage instead of meteor swarm 70 damage for a successful save
also I just like the flavor of the religion checks in dnd using intelligence so a holy and religious spell makes other creatures use a intelligence saving throw against it and probably only high level religious people will have this spell
and thank you so much for the feedback
Just home brewing around https://www.dndbeyond.com/homebrew/creations/view?entityTypeId=779871897&id=5945574 https://www.dndbeyond.com/homebrew/creations/view?entityTypeId=1743923279&id=2040052
https://www.dndbeyond.com/homebrew/creations/view?entityTypeId=779871897&id=5390966
https://www.dndbeyond.com/homebrew/creations/view?entityTypeId=779871897&id=5903213
https://www.dndbeyond.com/homebrew/creations/view?entityTypeId=789467139&id=2483218