You create a small wound in the palm of your hand and thrust it towards an area. The blood sprays out in to a 15 feet cone and crystalize, dealing damage to any creature in range. On a sucessful dex save creatures takes half damage You chose how much damage you take, for every 2 points of damage chosen you deal 1d4 in damage. You may never go belove 0 hitpoints using this spell.
This damage increases by 1d4 when you reach 8th level (2d4), 17th level (3d4)
Death Bolt: Level: Cantrip Casting Time: 1 Action Range: 60 ft Duration: Instantaneous Components: Somatic/Verbal
A bolt of necrotic energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 necrotic damage. The necortic effects makes the target poisioned for 1 round unless they succeed a constitution saving throw. On a succsess they are immune to this spells effect for until the start of the casters next turn.
The spell creates more than one bolt when you reach higher levels: two bolts at 5th level, three bolts at 11th level, and four bolts at 17th level. You can direct the bolts at the same target or at different ones. Make a separate attack roll for each bolt.
Grim Reapers Last Sigh Level: 3rd Casting Time: 1 Reaction Range: 60 ft Duration: Instantaneous Components: None
When you are reduced to 0 health point you can as a last desperate hope boost an ally. A friendly target gains temporary hitpoints equal to half your max health and you gain two levels of exhaustion.
Transfer Life Level: 2nd Casting Time: 1 Action Range: 30 ft Duration: Instantaneous Components: Verbal/Somatic
You deal 1d6 + spellmodifier necrotic damage to any creature and heal to any other creature for the same amount.
At Higher Levels. When you cast this spell using a spell slot of 3nd level or higher, the healing and damage increases by 1d6 for each slot level above 2nd..
Pestilence Level: 2nd Casting Time: 1 Action Range: 60 ft Duration: 10 min (Concentration) Components: Verbal
A dark fog eminate from you and flows towards your target and creates boils on the skin that may burst. Creatures poisoned by this spell take 1d10 necrotic damage and repeat the constitution save at the begining of their turn. Creatures that start their turn within unobstructed 10 feet of a creature poisoned by this spell must make a constitution save or take 1d10 necrotic damage and are poisoned by this spell. This spell wont effect any creatures that is of 3/4 cover from a creature poisioned by this spell but may effect allies.
At Higher Levels. When you cast this spell using a spell slot of 3th or higher, increase the necrotic damage by 1d10 for every spell slot level above 2nd.
Wall of Bones Level: 3rd Casting Time: 1 Action Range: 120 ft Duration: 10 min (Concentration) Components: Verbal/Somatic/Material (Bones)
You create a short wall of living bones. The wall appears within range on a solid surface and lasts for the duration. You choose to make the wall up to 60 feet long, 5 feet high, and 5 feet thick or a circle that has a 20-foot diameter and is up to 10 feet high and 5 feet thick. The wall gives Half Cover.
When the wall appears, each creature within its area must make a constitution saving throw. On a failed save, a creature takes 3d6 Necrotic damage, or half as much damage on a successful save.
The wall is made of living bone and will attack any hostile creature and has a reach of 5 feet. The wall causes 2d6 in necrotic damage.
A creature can move through the wall, albeit slowly and painfully. For every 1 foot a creature moves through the wall, it must spend 4 feet of movement. Furthermore, the first time a creature enters the wall on a turn or ends its turn there, the creature must make a Dexterity saving throw. It takes 3d6 ncecrotic damage on a failed save, or half as much damage on a successful one.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, both types of damage increase by 1d8 for each slot level above 3rd.
Arcane Weapon of the Blood Mage Level: 2nd Casting Time: 1 Hour Range: Touch (Weapon) Duration: Untill Dispelled Components: Verbal/Material (Blood and 25g worth of crystal dust, these components are consumed on cast)
While wielding the targeted weapon, you can use your action to make a melee spell attack using your spellcasting ability for the attack and dealing the weapon's damage plus spellcasting modifier as necrotic damage on hit
Information and reason behind spells:
Blood Shards: A way to pay with your life to increase viability. Because of the life cost no save on spell. Damage to self and saving throw will need to be watched and revisited if to much.
Deathbolt: A middleground between Eldrich Blast and Firebolt. Poison effect might be to strong, to be tested and might get reworked. (Maybe just effect spells?) ((Also find better name))
Transfer Life: One level higher spell then the normal healing spells, do a middleground of healing between the two (Cure Wounds and Healing Word) and also deal damage. The type of dice might be to high since it also cause damage, might lower to 1d4 same as Healing word and maybe then lower the spell level to 1.
Pestilence: A spreading desease, to be able to make a bit more damage to multiple targets. Possible to much spread, change that it can only spread to up to 2 people, maybe even friendlies if they are in range
Wall of Bones: A much weaker version then wall of fire, lower amout of dice and type. Only gives half cover instead of disadvantage. Positive diffrence is that its a bit harder to move trough and attacks adjesent foes.
Arcane Weapon of the Blood Mage: A way to be able to be somewhat efficient in melee combat at a cost of spellslots and to get a chance to have a use for Grim Harvest for necromancers.
Blood shards is too strong. Leveled spells should not increase with character level. It does not define the size of area of effect. A level 17 wizard can pay 68 life to do 102d4 average of 255 damage, no save (with 10 CON)? And since you didn't specify you had to stop if HP=0, you could go as far as paying 138 life from full with 10 CON without killing yourself, doing over 500 damage no save. Boost the damage a bit, remove the bonuses from character level and make it spell level, and make each level increase the life pament too. And give it a DEX save for half damage.
Death bolt is strictly better than ray of sickness, cantrip instead of level 1, damage type is less resisted, does half damage but can start hitting multiple targets and/or force multiple save attempts. Too strong. If you want to keep the save against poisoned condition, lower damage to 1d4 and increase dice at higher levels instead of getting more attacks.
Transfer life is just life transference except a lower level and much weaker. I'm surprised you missed that one.
[Part 2]
Grim reaper's last hope give a stupidly high amount of bonus HP at high level, but 2 levels of exhaustion is also severe. Over all I think an effect like this is better as a high level subclass feature, rather than a spell. Always set a range, never just leave a range as "sight." And "your life essence" is not a very good material cost.
Again with "sight" and this time on a non-concentration, damage-over-time spell. Madness. Imagine you're going to attack a fort, so you buy a telescope for a few silver and infect as many as you can with this spell. Make it concentration. Set a range (60 feet sounds good). Reword the save times to be "creatures poisoned by this spell take 1d6 necrotic damage and repeat the CON save at the begining of their turn. Creatures that start their turn within 5 feet of a creature poisoned by this spell must make a CON save or take 1d6 necrotic damage and are poisoned."
Wall of bones "lasts for duration" "duration: instantaneous." Nuff said. But seriously, you tried to make a worse wall of thorns but it is also probably worse than wind wall. Maybe just nix this one all together. There are enough walls.
Arcane weapon of the blood mage. This also very much feels like a subclass ability (and is), lets fix that. First, make it take an hour to cast, give the crystal dust a GP value (around 25) and get consumed by spell, range: touch (the weapon obviously), and set duration to until dispelled. Then have it say "while wielding the targeted weapon, you can use your action to make a melee spell attack using your spellcasting ability for the attack and dealing the weapon's damage as necrotic damage on hit." Since this is technically an attack with a spell, you dont even need to mention grim harvest.
Arcane weapon of the blood mage. This also very much feels like a subclass ability (and is), lets fix that. First, make it take an hour to cast, give the crystal dust a GP value (around 25) and get consumed by spell, range: touch (the weapon obviously), and set duration to until dispelled. Then have it say "while wielding the targeted weapon, you can use your action to make a melee spell attack using your spellcasting ability for the attack and dealing the weapon's damage as necrotic damage on hit." Since this is technically an attack with a spell, you dont even need to mention grim harvest.
How will that funktion with multiple attacks? (I dont have it and wont ever have it but curious) The rest sounds good. Kind of what I wanted, but dident know how to phrase and fix. Was thinking a GP cost but spending that cost daily would have been unviable in our campaign. Making it once until dispells fixes that. Is there a way to get a increase in the damage on this, as it is now it will "only" do the 1d8 in damage.
Wall of bones "lasts for duration" "duration: instantaneous." Nuff said. But seriously, you tried to make a worse wall of thorns but it is also probably worse than wind wall. Maybe just nix this one all together. There are enough walls.
Its a lower level spell, thats why I dont want to have it to strong. I want my wall! (MAGA joke from a non-american) But yea, the duraton is wrong here. Should be either 1 or 10 min.
Again with "sight" and this time on a non-concentration, damage-over-time spell. Madness. Imagine you're going to attack a fort, so you buy a telescope for a few silver and infect as many as you can with this spell. Make it concentration. Set a range (60 feet sounds good). Reword the save times to be "creatures poisoned by this spell take 1d6 necrotic damage and repeat the CON save at the begining of their turn. Creatures that start their turn within 5 feet of a creature poisoned by this spell must make a CON save or take 1d6 necrotic damage and are poisoned."
I agree, sight is a bit wrong. I was thinking like a in sight but close but still not on top of you xD I think a range of 60 sounds good. If I make it a concentration, wich probably is the best way tbh, shouldent the damage die increase since its quite a bit lower then other concentration spells? Should I as well maybe clerify in the end "and are poisoned by this spell" so that there is no misunderstanding with the spell and the poisioned effect?
This also leaves it opened to spread to my friends. Since its concentration shouldent I be able to choose if it effects them?
Grim reaper's last hope give a stupidly high amount of bonus HP at high level, but 2 levels of exhaustion is also severe. Over all I think an effect like this is better as a high level subclass feature, rather than a spell. Always set a range, never just leave a range as "sight." And "your life essence" is not a very good material cost.
Well, the material cost was a bit of flavor since you cant cast it untill you are downed. Again, agree with range. Will fix that. Quite high true, but wizard is the lowest HP class, he will only be able to cast this a few particular times and at higher levels its around half the potential HP of a fighting class. Will it be more balanced if it is half the wizards total HP?
Death bolt is strictly better than ray of sickness, cantrip instead of level 1, damage type is less resisted, does half damage but can start hitting multiple targets and/or force multiple save attempts. Too strong. If you want to keep the save against poisoned condition, lower damage to 1d4 and increase dice at higher levels instead of getting more attacks.
The Poisioned effect might be taken away. I was not thinking on multiple save attempts, maybe word it so it only needs to take one in total per attack. 1d4 in damage makes the spell useless for me. Sure the disadvantage caused is nice but not why I want the spells. I want a bit more powerful (in damage) spell then firebolt but not as strong as eldrich blast. Maybe just take away the poisoned effect all and all.
Blood shards is too strong. Leveled spells should not increase with character level. It does not define the size of area of effect. A level 17 wizard can pay 68 life to do 102d4 average of 255 damage, no save (with 10 CON)? And since you didn't specify you had to stop if HP=0, you could go as far as paying 138 life from full with 10 CON without killing yourself, doing over 500 damage no save. Boost the damage a bit, remove the bonuses from character level and make it spell level, and make each level increase the life pament too. And give it a DEX save for half damage.
The reason it increases with character level is because the blood of a more powerfull character is "worth more" then normal people. It says 30 foot cone (but as I read it again I think that might be a bit to much and rather have 15 feet cone) Dont really want to have it as a leveld spell since I will then lose HP and a spellslots wich I feel is a bit of a high cost. If we take the Burning Hands spell as an example (since its the first one I found with a cone and level 1) it makes 3d6 in damage. Shouldent these do the same, at least, then?
1. Sorry for multiple replys, makes it easier for me to keep control of what we talked about and what I shall change. 2. Dont take it as argueing or negative that I disagree with you on some points. I really appriciate your reply and feed back.
I agree with you that it should be a 15ft. cone. I think the caster should lose 4 hp for each 1d4 they roll for damage. And make sure to state that they can only lose as much hp as they have (can't go negative). I think instead of boosting with level, boost with spell slot, and do something like: If you use a 4th level spell slot, you can roll 1d6 for every 6hp you lose, and if you use an 8th level slot, you can roll 1d10 for ever 10hp you lose. High risk for high reward. Especially given this is a first level spell, don't fall into the trap (like I did) that the spells you make need to be superawesomeamazing. They don't. They just need to be cool and different, not more powerful.
Death Bolt:
It's good to realize that, technically, Eldritch Blast and Fire Bolt are of the same power. Eldritch Blast simply has the ability to spread around damage. If you want something like Eldritch blast, just use it and make it do necrotic damage instead. As a compromise, as we know that necrotic is less resisted again, then just drop it to the 1d8 damage. The poison makes it too powerful unless you change the damage to 1d4, imho.
Grim Reaper's Last Hope:
First, I would probably rename it - "hope" isn't something I typically associate with necromancers, but that could just be me, and ultimately doesn't matter. I would make it a 5th level spell and do a quarter (1/4) of your total HP. If you look at other healing spells or ones that grant temp HP, it's never that much. Keep it similar to other spells that exist. Also, the 2 levels of exhaustion is a questionable drawback as you could simply die if you aren't stabilized in time. You can remove this, though, if you lower the amount of temp HP you give.
Transfer Life:
This needs to a 3rd level spell minimum. Also, the damage needs to be 1d4. Given that you're doing damage AND healing, it can't be more powerful than healing word while at the same level. I realize that you reduced the range and made it an action, so if I did 1d6, I would make it a 4th level spell.
Pestilence:
As has been discussed, make the range 60 ft. That should be good. I think it should be a save against the spell initially - so made a Con save, taking 1d6 acid damage on a failure, half on a success. Then, additionally, at the start of each turn they take 1d6 acid damage, and at the end of their turn they can make the Con save again, ending the effect on a success. I would make it concentration, but not make it spread to others. If you want to make it spread, then don't allow the caster to dictate who that might be - that can be a drawback for using the attack. Given that, maybe you could make it 1d8 instead? Remember, not all damaging spells need to be perfect and ideal for all combat all the time. Be creative - this spell would still have great applications in non-combat situations. Just because you're making necromancy spells doesn't mean all the damage dealt needs to be Necrotic. :)
Wall of Bones:
I think this is one of those instances where you could simply reskin Wall of Fire to do necrotic damage instead. However, as it is, I think it's a bit too much as a 3rd level spell. Make it range of 100ft, 50 ft long, 10 ft high, 15 ft. diameter. For creatures on the space it is erected, have them make a dex save or take 3d6 piercing damage, half on a success. Either way they make a con save - if fail, they take 1d6 necrotic damage at the start of each of their turns. At the end of their turn, they can remake the con save and end the effect on themselves on a success. Choose 1 side, and creatures that move within 10 ft of it need to make a dex save or take 1d6 piercing damage and make a con save for the necrotic bit above. Then, being in the wall, make a dex save or take 2d6 piercing or half on a success, and do the con save for the necrotic damage as described above. Ultimately, lower the amount of damage across the board because there are so many chances to get damaged by this thing that they really shouldn't be that high, especially given the level of the spell.
Arcane Weapon of the Blood Mage: (I would rename it... seems a bit of a mouth full - Blood Mage's Weapon?)
First, I will say that I don't really see the point in this spell. As far as I'm concerned, Wizards shouldn't be using weapons at all. If they are, then they're already as good as dead. However, there is of course the multiclassing, which this would fall into, which I presume was your intent. Make it a 4th level spell using a bonus action that lasts for 24 hours that effects only one weapon that the caster wields. When using this weapon, they are considered proficient with the weapon and add their spellcasting ability modifier to the attack and damage rolls (essentially what you already have, but worded more conventionally). Additionally, they add 1d6 necrotic damage when they hit with the weapon. It would be interesting to have a drawback with this being that they are attached to the weapon, making it a bond that they would effectively obsess over while the spell is in effect. Just a thought.
Arcane weapon of the blood mage. This also very much feels like a subclass ability (and is), lets fix that. First, make it take an hour to cast, give the crystal dust a GP value (around 25) and get consumed by spell, range: touch (the weapon obviously), and set duration to until dispelled. Then have it say "while wielding the targeted weapon, you can use your action to make a melee spell attack using your spellcasting ability for the attack and dealing the weapon's damage as necrotic damage on hit." Since this is technically an attack with a spell, you dont even need to mention grim harvest.
How will that funktion with multiple attacks? (I dont have it and wont ever have it but curious) The rest sounds good. Kind of what I wanted, but dident know how to phrase and fix. Was thinking a GP cost but spending that cost daily would have been unviable in our campaign. Making it once until dispells fixes that. Is there a way to get a increase in the damage on this, as it is now it will "only" do the 1d8 in damage.
Good questions. It won't work with extra attack as it is not using the attack action. You can increase the damage a little by putting "...weapon's damage plus spellcasting modifier as necrotic damage on hit." You can increase the damage a lot more by having cast at higher level options, though you will need to remove ritual casting. I recommend "When you cast this spell using a spell slot of a higher level, increase the the damage by one weapon damage die and double the cost for every 2 levels the slot is above 2nd. 4th-5th +1 die, 50 GP. 6th-7th +2 dice, 100 GP. 8th-9th +3 dice, 200 GP."
Again with "sight" and this time on a non-concentration, damage-over-time spell. Madness. Imagine you're going to attack a fort, so you buy a telescope for a few silver and infect as many as you can with this spell. Make it concentration. Set a range (60 feet sounds good). Reword the save times to be "creatures poisoned by this spell take 1d6 necrotic damage and repeat the CON save at the begining of their turn. Creatures that start their turn within 5 feet of a creature poisoned by this spell must make a CON save or take 1d6 necrotic damage and are poisoned."
I agree, sight is a bit wrong. I was thinking like a in sight but close but still not on top of you xD I think a range of 60 sounds good. If I make it a concentration, wich probably is the best way tbh, shouldent the damage die increase since its quite a bit lower then other concentration spells? Should I as well maybe clerify in the end "and are poisoned by this spell" so that there is no misunderstanding with the spell and the poisioned effect?
This also leaves it opened to spread to my friends. Since its concentration shouldent I be able to choose if it effects them?
This is essentially an AOE spell, and those (almost) always have a chance to hurt allies. Since it is concentration, you can end it at will if allies are in danger of it.
Transfer life is just life transference except a lower level and much weaker. I'm surprised you missed that one.
Not really, Transfer Life can be used to damage enemies as well. But yes, they are fairly similar.
True, but there is also vampiric touch for that. Over all, it is not too strong, I just think it is weird to make a homebrew spell that is so similar to existing spells.
Death bolt is strictly better than ray of sickness, cantrip instead of level 1, damage type is less resisted, does half damage but can start hitting multiple targets and/or force multiple save attempts. Too strong. If you want to keep the save against poisoned condition, lower damage to 1d4 and increase dice at higher levels instead of getting more attacks.
The Poisioned effect might be taken away. I was not thinking on multiple save attempts, maybe word it so it only needs to take one in total per attack. 1d4 in damage makes the spell useless for me. Sure the disadvantage caused is nice but not why I want the spells. I want a bit more powerful (in damage) spell then firebolt but not as strong as eldrich blast. Maybe just take away the poisoned effect all and all.
As far as I can tell, the poisoned condition is tge reason this cantrip exists, otherwise it is just toll the dead with an attack instead of a save and increase targets instead of increase dice.
Blood shards is too strong. Leveled spells should not increase with character level. It does not define the size of area of effect. A level 17 wizard can pay 68 life to do 102d4 average of 255 damage, no save (with 10 CON)? And since you didn't specify you had to stop if HP=0, you could go as far as paying 138 life from full with 10 CON without killing yourself, doing over 500 damage no save. Boost the damage a bit, remove the bonuses from character level and make it spell level, and make each level increase the life pament too. And give it a DEX save for half damage.
The reason it increases with character level is because the blood of a more powerfull character is "worth more" then normal people. It says 30 foot cone (but as I read it again I think that might be a bit to much and rather have 15 feet cone) Dont really want to have it as a leveld spell since I will then lose HP and a spellslots wich I feel is a bit of a high cost. If we take the Burning Hands spell as an example (since its the first one I found with a cone and level 1) it makes 3d6 in damage. Shouldent these do the same, at least, then?
I didn't see the cone. You need to put that in spell range too. The idea that a powerful caster's blood is worth more is what you should reflect in the higher spell slot cost. I guess it is basically a worse burning hands, once you remove the ability to increase damage without limit.
Blood Shards
Level: Cantrip
Casting Time: 1 Action
Range: 15 ft cone
Duration: Instantaneous
Components: Somatic/Material (Your blood)
You create a small wound in the palm of your hand and thrust it towards an area. The blood sprays out in to a 15 feet cone and crystalize, dealing damage to any creature in range. On a sucessful dex save creatures takes half damage
You chose how much damage you take, for every 2 points of damage chosen you deal 1d4 in damage. You may never go belove 0 hitpoints using this spell.
This damage increases by 1d4 when you reach 8th level (2d4), 17th level (3d4)
Death Bolt:
Level: Cantrip
Casting Time: 1 Action
Range: 60 ft
Duration: Instantaneous
Components: Somatic/Verbal
A bolt of necrotic energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 necrotic damage.
The necortic effects makes the target poisioned for 1 round unless they succeed a constitution saving throw. On a succsess they are immune to this spells effect for until the start of the casters next turn.
The spell creates more than one bolt when you reach higher levels: two bolts at 5th level, three bolts at 11th level, and four bolts at 17th level. You can direct the bolts at the same target or at different ones. Make a separate attack roll for each bolt.
Grim Reapers Last Sigh
Level: 3rd
Casting Time: 1 Reaction
Range: 60 ft
Duration: Instantaneous
Components: None
When you are reduced to 0 health point you can as a last desperate hope boost an ally.
A friendly target gains temporary hitpoints equal to half your max health and you gain two levels of exhaustion.
Transfer Life
Level: 2nd
Casting Time: 1 Action
Range: 30 ft
Duration: Instantaneous
Components: Verbal/Somatic
You deal 1d6 + spellmodifier necrotic damage to any creature and heal to any other creature for the same amount.
At Higher Levels. When you cast this spell using a spell slot of 3nd level or higher, the healing and damage increases by 1d6 for each slot level above 2nd..
Pestilence
Level: 2nd
Casting Time: 1 Action
Range: 60 ft
Duration: 10 min (Concentration)
Components: Verbal
A dark fog eminate from you and flows towards your target and creates boils on the skin that may burst.
Creatures poisoned by this spell take 1d10 necrotic damage and repeat the constitution save at the begining of their turn. Creatures that start their turn within unobstructed 10 feet of a creature poisoned by this spell must make a constitution save or take 1d10 necrotic damage and are poisoned by this spell. This spell wont effect any creatures that is of 3/4 cover from a creature poisioned by this spell but may effect allies.
At Higher Levels. When you cast this spell using a spell slot of 3th or higher, increase the necrotic damage by 1d10 for every spell slot level above 2nd.
Wall of Bones
Level: 3rd
Casting Time: 1 Action
Range: 120 ft
Duration: 10 min (Concentration)
Components: Verbal/Somatic/Material (Bones)
You create a short wall of living bones. The wall appears within range on a solid surface and lasts for the duration. You choose to make the wall up to 60 feet long, 5 feet high, and 5 feet thick or a circle that has a 20-foot diameter and is up to 10 feet high and 5 feet thick. The wall gives Half Cover.
When the wall appears, each creature within its area must make a constitution saving throw. On a failed save, a creature takes 3d6 Necrotic damage, or half as much damage on a successful save.
The wall is made of living bone and will attack any hostile creature and has a reach of 5 feet. The wall causes 2d6 in necrotic damage.
A creature can move through the wall, albeit slowly and painfully. For every 1 foot a creature moves through the wall, it must spend 4 feet of movement. Furthermore, the first time a creature enters the wall on a turn or ends its turn there, the creature must make a Dexterity saving throw. It takes 3d6 ncecrotic damage on a failed save, or half as much damage on a successful one.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, both types of damage increase by 1d8 for each slot level above 3rd.
Arcane Weapon of the Blood Mage
Level: 2nd
Casting Time: 1 Hour
Range: Touch (Weapon)
Duration: Untill Dispelled
Components: Verbal/Material (Blood and 25g worth of crystal dust, these components are consumed on cast)
While wielding the targeted weapon, you can use your action to make a melee spell attack using your spellcasting ability for the attack and dealing the weapon's damage plus spellcasting modifier as necrotic damage on hit
Information and reason behind spells:
Blood Shards: A way to pay with your life to increase viability. Because of the life cost no save on spell. Damage to self and saving throw will need to be watched and revisited if to much.
Deathbolt: A middleground between Eldrich Blast and Firebolt. Poison effect might be to strong, to be tested and might get reworked. (Maybe just effect spells?) ((Also find better name))
Transfer Life: One level higher spell then the normal healing spells, do a middleground of healing between the two (Cure Wounds and Healing Word) and also deal damage. The type of dice might be to high since it also cause damage, might lower to 1d4 same as Healing word and maybe then lower the spell level to 1.
Pestilence: A spreading desease, to be able to make a bit more damage to multiple targets. Possible to much spread, change that it can only spread to up to 2 people, maybe even friendlies if they are in range
Wall of Bones: A much weaker version then wall of fire, lower amout of dice and type. Only gives half cover instead of disadvantage. Positive diffrence is that its a bit harder to move trough and attacks adjesent foes.
Arcane Weapon of the Blood Mage: A way to be able to be somewhat efficient in melee combat at a cost of spellslots and to get a chance to have a use for Grim Harvest for necromancers.
Are there balanced? Interesting?
Or will they break the game or kill myself?
Blood shards is too strong. Leveled spells should not increase with character level. It does not define the size of area of effect. A level 17 wizard can pay 68 life to do 102d4 average of 255 damage, no save (with 10 CON)? And since you didn't specify you had to stop if HP=0, you could go as far as paying 138 life from full with 10 CON without killing yourself, doing over 500 damage no save. Boost the damage a bit, remove the bonuses from character level and make it spell level, and make each level increase the life pament too. And give it a DEX save for half damage.
Death bolt is strictly better than ray of sickness, cantrip instead of level 1, damage type is less resisted, does half damage but can start hitting multiple targets and/or force multiple save attempts. Too strong. If you want to keep the save against poisoned condition, lower damage to 1d4 and increase dice at higher levels instead of getting more attacks.
Transfer life is just life transference except a lower level and much weaker. I'm surprised you missed that one.
[Part 2]
Grim reaper's last hope give a stupidly high amount of bonus HP at high level, but 2 levels of exhaustion is also severe. Over all I think an effect like this is better as a high level subclass feature, rather than a spell. Always set a range, never just leave a range as "sight." And "your life essence" is not a very good material cost.
Again with "sight" and this time on a non-concentration, damage-over-time spell. Madness. Imagine you're going to attack a fort, so you buy a telescope for a few silver and infect as many as you can with this spell. Make it concentration. Set a range (60 feet sounds good). Reword the save times to be "creatures poisoned by this spell take 1d6 necrotic damage and repeat the CON save at the begining of their turn. Creatures that start their turn within 5 feet of a creature poisoned by this spell must make a CON save or take 1d6 necrotic damage and are poisoned."
Wall of bones "lasts for duration" "duration: instantaneous." Nuff said. But seriously, you tried to make a worse wall of thorns but it is also probably worse than wind wall. Maybe just nix this one all together. There are enough walls.
Arcane weapon of the blood mage. This also very much feels like a subclass ability (and is), lets fix that. First, make it take an hour to cast, give the crystal dust a GP value (around 25) and get consumed by spell, range: touch (the weapon obviously), and set duration to until dispelled. Then have it say "while wielding the targeted weapon, you can use your action to make a melee spell attack using your spellcasting ability for the attack and dealing the weapon's damage as necrotic damage on hit." Since this is technically an attack with a spell, you dont even need to mention grim harvest.
How will that funktion with multiple attacks? (I dont have it and wont ever have it but curious)
The rest sounds good. Kind of what I wanted, but dident know how to phrase and fix. Was thinking a GP cost but spending that cost daily would have been unviable in our campaign. Making it once until dispells fixes that.
Is there a way to get a increase in the damage on this, as it is now it will "only" do the 1d8 in damage.
Its a lower level spell, thats why I dont want to have it to strong. I want my wall! (MAGA joke from a non-american)
But yea, the duraton is wrong here. Should be either 1 or 10 min.
I agree, sight is a bit wrong. I was thinking like a in sight but close but still not on top of you xD
I think a range of 60 sounds good.
If I make it a concentration, wich probably is the best way tbh, shouldent the damage die increase since its quite a bit lower then other concentration spells? Should I as well maybe clerify in the end "and are poisoned by this spell" so that there is no misunderstanding with the spell and the poisioned effect?
This also leaves it opened to spread to my friends. Since its concentration shouldent I be able to choose if it effects them?
Well, the material cost was a bit of flavor since you cant cast it untill you are downed.
Again, agree with range. Will fix that.
Quite high true, but wizard is the lowest HP class, he will only be able to cast this a few particular times and at higher levels its around half the potential HP of a fighting class.
Will it be more balanced if it is half the wizards total HP?
Not really, Transfer Life can be used to damage enemies as well. But yes, they are fairly similar.
The Poisioned effect might be taken away.
I was not thinking on multiple save attempts, maybe word it so it only needs to take one in total per attack. 1d4 in damage makes the spell useless for me. Sure the disadvantage caused is nice but not why I want the spells. I want a bit more powerful (in damage) spell then firebolt but not as strong as eldrich blast.
Maybe just take away the poisoned effect all and all.
The reason it increases with character level is because the blood of a more powerfull character is "worth more" then normal people.
It says 30 foot cone (but as I read it again I think that might be a bit to much and rather have 15 feet cone)
Dont really want to have it as a leveld spell since I will then lose HP and a spellslots wich I feel is a bit of a high cost.
If we take the Burning Hands spell as an example (since its the first one I found with a cone and level 1) it makes 3d6 in damage. Shouldent these do the same, at least, then?
1. Sorry for multiple replys, makes it easier for me to keep control of what we talked about and what I shall change.
2. Dont take it as argueing or negative that I disagree with you on some points. I really appriciate your reply and feed back.
Blood Shards:
I agree with you that it should be a 15ft. cone.
I think the caster should lose 4 hp for each 1d4 they roll for damage. And make sure to state that they can only lose as much hp as they have (can't go negative).
I think instead of boosting with level, boost with spell slot, and do something like: If you use a 4th level spell slot, you can roll 1d6 for every 6hp you lose, and if you use an 8th level slot, you can roll 1d10 for ever 10hp you lose.
High risk for high reward.
Especially given this is a first level spell, don't fall into the trap (like I did) that the spells you make need to be superawesomeamazing. They don't. They just need to be cool and different, not more powerful.
Death Bolt:
It's good to realize that, technically, Eldritch Blast and Fire Bolt are of the same power. Eldritch Blast simply has the ability to spread around damage. If you want something like Eldritch blast, just use it and make it do necrotic damage instead. As a compromise, as we know that necrotic is less resisted again, then just drop it to the 1d8 damage. The poison makes it too powerful unless you change the damage to 1d4, imho.
Grim Reaper's Last Hope:
First, I would probably rename it - "hope" isn't something I typically associate with necromancers, but that could just be me, and ultimately doesn't matter.
I would make it a 5th level spell and do a quarter (1/4) of your total HP. If you look at other healing spells or ones that grant temp HP, it's never that much. Keep it similar to other spells that exist.
Also, the 2 levels of exhaustion is a questionable drawback as you could simply die if you aren't stabilized in time. You can remove this, though, if you lower the amount of temp HP you give.
Transfer Life:
This needs to a 3rd level spell minimum.
Also, the damage needs to be 1d4.
Given that you're doing damage AND healing, it can't be more powerful than healing word while at the same level.
I realize that you reduced the range and made it an action, so if I did 1d6, I would make it a 4th level spell.
Pestilence:
As has been discussed, make the range 60 ft. That should be good.
I think it should be a save against the spell initially - so made a Con save, taking 1d6 acid damage on a failure, half on a success. Then, additionally, at the start of each turn they take 1d6 acid damage, and at the end of their turn they can make the Con save again, ending the effect on a success.
I would make it concentration, but not make it spread to others. If you want to make it spread, then don't allow the caster to dictate who that might be - that can be a drawback for using the attack. Given that, maybe you could make it 1d8 instead?
Remember, not all damaging spells need to be perfect and ideal for all combat all the time. Be creative - this spell would still have great applications in non-combat situations.
Just because you're making necromancy spells doesn't mean all the damage dealt needs to be Necrotic. :)
Wall of Bones:
I think this is one of those instances where you could simply reskin Wall of Fire to do necrotic damage instead.
However, as it is, I think it's a bit too much as a 3rd level spell. Make it range of 100ft, 50 ft long, 10 ft high, 15 ft. diameter.
For creatures on the space it is erected, have them make a dex save or take 3d6 piercing damage, half on a success. Either way they make a con save - if fail, they take 1d6 necrotic damage at the start of each of their turns. At the end of their turn, they can remake the con save and end the effect on themselves on a success.
Choose 1 side, and creatures that move within 10 ft of it need to make a dex save or take 1d6 piercing damage and make a con save for the necrotic bit above.
Then, being in the wall, make a dex save or take 2d6 piercing or half on a success, and do the con save for the necrotic damage as described above.
Ultimately, lower the amount of damage across the board because there are so many chances to get damaged by this thing that they really shouldn't be that high, especially given the level of the spell.
Arcane Weapon of the Blood Mage: (I would rename it... seems a bit of a mouth full - Blood Mage's Weapon?)
First, I will say that I don't really see the point in this spell. As far as I'm concerned, Wizards shouldn't be using weapons at all. If they are, then they're already as good as dead.
However, there is of course the multiclassing, which this would fall into, which I presume was your intent.
Make it a 4th level spell using a bonus action that lasts for 24 hours that effects only one weapon that the caster wields. When using this weapon, they are considered proficient with the weapon and add their spellcasting ability modifier to the attack and damage rolls (essentially what you already have, but worded more conventionally). Additionally, they add 1d6 necrotic damage when they hit with the weapon.
It would be interesting to have a drawback with this being that they are attached to the weapon, making it a bond that they would effectively obsess over while the spell is in effect. Just a thought.
Those are my thoughts. Good luck!
Good questions. It won't work with extra attack as it is not using the attack action. You can increase the damage a little by putting "...weapon's damage plus spellcasting modifier as necrotic damage on hit." You can increase the damage a lot more by having cast at higher level options, though you will need to remove ritual casting. I recommend "When you cast this spell using a spell slot of a higher level, increase the the damage by one weapon damage die and double the cost for every 2 levels the slot is above 2nd. 4th-5th +1 die, 50 GP. 6th-7th +2 dice, 100 GP. 8th-9th +3 dice, 200 GP."
This is essentially an AOE spell, and those (almost) always have a chance to hurt allies. Since it is concentration, you can end it at will if allies are in danger of it.
True, but there is also vampiric touch for that. Over all, it is not too strong, I just think it is weird to make a homebrew spell that is so similar to existing spells.
As far as I can tell, the poisoned condition is tge reason this cantrip exists, otherwise it is just toll the dead with an attack instead of a save and increase targets instead of increase dice.
I didn't see the cone. You need to put that in spell range too. The idea that a powerful caster's blood is worth more is what you should reflect in the higher spell slot cost. I guess it is basically a worse burning hands, once you remove the ability to increase damage without limit.
I have now changed the original post to match some of what I agreed on.