You create a shard of light and fling it at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 piercing damage. Hit or miss, the shard then creates an explosion. The target and each creature of the casters choosing within 10 feet of the point where the shard created the explosion must succeed on a Dexterity saving throw on a hit, the target takes 2d6 radiant damage, and you or an ally regain hit points equal to half the amount of radiant damage dealt.
if the initial target was not hit with piercing damage the spell ends after the 1st explosion. If the creature was hit with piercing damage they must succeed on a Constitution saving throw at the start of its turn to remove the shard of light and end the spell, if it fails it has disadvantage on attack rolls and ability checks and must try again on its next turn. Until the spell ends, you can use a bonus action on each of your subsequent turns to cause the radiant explosion again from where the initial target of the shard of light is.
This spell's piercing damage increases at 11th level (4d10), and 17th level (7d10).
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the radiant damage increases by 2d6 for each slot level above 4th.
The problem I see with this spell is that it tries to do a lot of different things. It has an ranged attack and then a burst effect which is dependent on how the ranged attack turns out and then it requires a saving throw, heals allies and may or may not continue dealing damage. Whew!
So a couple of suggestions
1. Review the spell and narrow down the list of things you want this spell to do. Is it a ranged attack? Or does it explode and require a saving throw? I would start here.
2. Better define the center of the explosion. I assume its the target's square but that is an assumption. And what if the target is bigger than 5x5?
3. Healing is generally the preview of divine casters. Is this meant to be a cleric spell? It reads like a wizard spell so its important to know the class this spell is targeted towards.
For a cleric I like the idea of a 'holy hand grenade' so I would take out the ranged attack and simply leave it as a burst effect that can be triggered every round. I would also require concentration.
The problem I see with this spell is that it tries to do a lot of different things. It has an ranged attack and then a burst effect which is dependent on how the ranged attack turns out and then it requires a saving throw, heals allies and may or may not continue dealing damage. Whew!
So a couple of suggestions
1. Review the spell and narrow down the list of things you want this spell to do. Is it a ranged attack? Or does it explode and require a saving throw? I would start here.
2. Better define the center of the explosion. I assume its the target's square but that is an assumption. And what if the target is bigger than 5x5?
3. Healing is generally the preview of divine casters. Is this meant to be a cleric spell? It reads like a wizard spell so its important to know the class this spell is targeted towards.
For a cleric I like the idea of a 'holy hand grenade' so I would take out the ranged attack and simply leave it as a burst effect that can be triggered every round. I would also require concentration.
Thank you for the feed back for sure going to add concentration that slipped my mind and this is for a cleric in my group that really likes the ice knife spell from Elemental Evil Player´s Companion but wanted a holy version so as far as the explosion it would work the same as that.
Looks like Ice Knife is instantaneous. Making your spell have a duration creates a few mechanical concerns. My question is what happens when the target of Shard of Light moves? Does the effect move with them? If the target makes its save does the burst effect still follow or will it end? If the burst effect stays behind after the creature moves then how big is the area of effect (does it change size depending on whether the target was medium or large)? Suggestion: like Ice Knife only allow the burst damage if the target is hit by the ranged spell attack, have the effect move with the target, and stop if the target makes its save.
The scaling for higher levels is also a bit high. Ice Knife scales at 1d6 per slot above 1st and does not scale the piercing damage. Your Shard of Light scales the piercing AND the radiant damage. Compared to Blade Barrier (6d10 slashing save for half) Shard of Light using a 6th level slot would deal 5d10 piercing plus 6d6 radiant save for half plus heal allies for half of 6d6. Suggestion: scale the piercing 1d10 at 7th, 3d10 at 11th and 5d10 at 17th and scale the radiant at +1d6 per spell slot above 4th.
Oh, and I now that I look closer I would add the M (holy symbol) component.
Looks like Ice Knife is instantaneous. Making your spell have a duration creates a few mechanical concerns. My question is what happens when the target of Shard of Light moves? Does the effect move with them? If the target makes its save does the burst effect still follow or will it end? If the burst effect stays behind after the creature moves then how big is the area of effect (does it change size depending on whether the target was medium or large)? Suggestion: like Ice Knife only allow the burst damage if the target is hit by the ranged spell attack, have the effect move with the target, and stop if the target makes its save.
The scaling for higher levels is also a bit high. Ice Knife scales at 1d6 per slot above 1st and does not scale the piercing damage. Your Shard of Light scales the piercing AND the radiant damage. Compared to Blade Barrier (6d10 slashing save for half) Shard of Light using a 6th level slot would deal 5d10 piercing plus 6d6 radiant save for half plus heal allies for half of 6d6. Suggestion: scale the piercing 1d10 at 7th, 3d10 at 11th and 5d10 at 17th and scale the radiant at +1d6 per spell slot above 4th.
Oh, and I now that I look closer I would add the M (holy symbol) component.
Hope this helps and happy gaming!
I would say, don't scale anything based on caster level; only cantrips do that, probably because they can't be cast with a higher-level spell slot.
Looks like Ice Knife is instantaneous. Making your spell have a duration creates a few mechanical concerns. My question is what happens when the target of Shard of Light moves? Does the effect move with them? If the target makes its save does the burst effect still follow or will it end? If the burst effect stays behind after the creature moves then how big is the area of effect (does it change size depending on whether the target was medium or large)? Suggestion: like Ice Knife only allow the burst damage if the target is hit by the ranged spell attack, have the effect move with the target, and stop if the target makes its save.
The scaling for higher levels is also a bit high. Ice Knife scales at 1d6 per slot above 1st and does not scale the piercing damage. Your Shard of Light scales the piercing AND the radiant damage. Compared to Blade Barrier (6d10 slashing save for half) Shard of Light using a 6th level slot would deal 5d10 piercing plus 6d6 radiant save for half plus heal allies for half of 6d6. Suggestion: scale the piercing 1d10 at 7th, 3d10 at 11th and 5d10 at 17th and scale the radiant at +1d6 per spell slot above 4th.
Oh, and I now that I look closer I would add the M (holy symbol) component.
Hope this helps and happy gaming!
I would say, don't scale anything based on caster level; only cantrips do that, probably because they can't be cast with a higher level spell slot.
Good point. I hadn't realized that about cantrips but it makes sense.
"Hello everyone just a quick poll to see what everyone thinks of this spell if you think it Needs Tweaking please comment below. Thank you."
Shard Of Light
level 4 - Evocation
Casting Time: 1 action
Range: 60 feet
Components: S, M (Holy Symbol)
Duration: 1 Minute Concentration
You create a shard of light and fling it at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 piercing damage. Hit or miss, the shard then creates an explosion. The target and each creature of the casters choosing within 10 feet of the point where the shard created the explosion must succeed on a Dexterity saving throw on a hit, the target takes 2d6 radiant damage, and you or an ally regain hit points equal to half the amount of radiant damage dealt.
if the initial target was not hit with piercing damage the spell ends after the 1st explosion. If the creature was hit with piercing damage they must succeed on a Constitution saving throw at the start of its turn to remove the shard of light and end the spell, if it fails it has disadvantage on attack rolls and ability checks and must try again on its next turn. Until the spell ends, you can use a bonus action on each of your subsequent turns to cause the radiant explosion again from where the initial target of the shard of light is.
This spell's piercing damage increases at 11th level (4d10), and 17th level (7d10).
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the radiant damage increases by 2d6 for each slot level above 4th.
persuasion is king.
The problem I see with this spell is that it tries to do a lot of different things. It has an ranged attack and then a burst effect which is dependent on how the ranged attack turns out and then it requires a saving throw, heals allies and may or may not continue dealing damage. Whew!
So a couple of suggestions
1. Review the spell and narrow down the list of things you want this spell to do. Is it a ranged attack? Or does it explode and require a saving throw? I would start here.
2. Better define the center of the explosion. I assume its the target's square but that is an assumption. And what if the target is bigger than 5x5?
3. Healing is generally the preview of divine casters. Is this meant to be a cleric spell? It reads like a wizard spell so its important to know the class this spell is targeted towards.
For a cleric I like the idea of a 'holy hand grenade' so I would take out the ranged attack and simply leave it as a burst effect that can be triggered every round. I would also require concentration.
Current Characters I am playing: Dr Konstantin van Wulf | Taegen Willowrun | Mad Magnar
Check out my homebrew: Items | Monsters | Spells | Subclasses | Feats
persuasion is king.
I think it would work as is... if you raised the level of the spell. Good spell though!
DM, player, and worshipper of dragons. Hi!
Serifey Maladaela, dragonborn monk-Beyond This Earthly Realm "My name means angel of vengeance in Draconic. It describes me well."
persuasion is king.
Yeah, that's possible, I was thinking 4th or 5th.
DM, player, and worshipper of dragons. Hi!
Serifey Maladaela, dragonborn monk-Beyond This Earthly Realm "My name means angel of vengeance in Draconic. It describes me well."
Ah, good to know the inspiration for this spell.
Looks like Ice Knife is instantaneous. Making your spell have a duration creates a few mechanical concerns. My question is what happens when the target of Shard of Light moves? Does the effect move with them? If the target makes its save does the burst effect still follow or will it end? If the burst effect stays behind after the creature moves then how big is the area of effect (does it change size depending on whether the target was medium or large)? Suggestion: like Ice Knife only allow the burst damage if the target is hit by the ranged spell attack, have the effect move with the target, and stop if the target makes its save.
The scaling for higher levels is also a bit high. Ice Knife scales at 1d6 per slot above 1st and does not scale the piercing damage. Your Shard of Light scales the piercing AND the radiant damage. Compared to Blade Barrier (6d10 slashing save for half) Shard of Light using a 6th level slot would deal 5d10 piercing plus 6d6 radiant save for half plus heal allies for half of 6d6. Suggestion: scale the piercing 1d10 at 7th, 3d10 at 11th and 5d10 at 17th and scale the radiant at +1d6 per spell slot above 4th.
Oh, and I now that I look closer I would add the M (holy symbol) component.
Hope this helps and happy gaming!
Current Characters I am playing: Dr Konstantin van Wulf | Taegen Willowrun | Mad Magnar
Check out my homebrew: Items | Monsters | Spells | Subclasses | Feats
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Current Characters I am playing: Dr Konstantin van Wulf | Taegen Willowrun | Mad Magnar
Check out my homebrew: Items | Monsters | Spells | Subclasses | Feats