I've been working on a homebrew wizard spell and I was hoping I could get some insight on it and maybe suggestions for a better name/tweaks to the spell. I think I made it fairly balanced but I'm not entirely sure, and would appreciate all feedback
Vampiric Mana: 2nd level spell
Casting time: 1 action
Range: touch
Allows the caster to attempt to steal a spell slot 1 level down(2nd level cast steals 1st level spell slot) from a single target in reach. Upon casting the target must make an intelligence saving throw. On a successful save no spell slot is gained but the target takes 1d8+players intelligence modifier necrotic damage. The extra spell slot lasts until it is used (the last spell slot used), a rest (short or long) is taken, or the caster goes down. At 3rd level it steals a second spell slot(1 2nd level and 1 1st level)or 2d8, at 5th and higher it steals a third spell slot or 3d8. On a critical fail the target gains that number of spell slots from the caster and on a critical success the target loses twice that many spell slots.
Interesting concept. You're dropping down a spell level in order to take one away from the target entirely. I like the idea.
Three initial comments:
1) Formalize your language. For example, the spell slot lasts until "the caster goes down". That's not an official game mechanic, lingo, or effect :) May sound trivial, but that's the sort of language that will cause arguments about how the spell works. You drop to 0, but an ally puts you back to 1 hp the same round. Did you 'go down'? If you're hit with a sleep spell, does that count?
2) In that same vein, by '1 level down', you mean the level of spell slot you're using to cast it, right? That should be clearly specified, it's a bit hard to follow.
3) My initial thought is that the spell is scaling up too quickly for a 2nd level spell. If I cast it just one more slot up, it more or less doubles in effectiveness? That should maybe be 4th, and a third one at 6th.
4) Oh, and you need to flip your saves in the final sentence. The target is the one making the save. So a critical fail should be worse for the target--that should be when he loses twice the slots. A critical success should be when it backfires on the caster :)
See this is why I asked, it's the first time I've made a spell and I honestly haven't even been playing for very long so the phrasing is still new to me. So slow the pacing, formalize it, and clarify a few parts. I'm guessing 'goes unconscious' would be better wording cause that would cover sleep, and dropping to 0. Then drop the '1 level down' part and just say that it takes a 1st level slot then for 4th level cast have it take a 1st and 2nd level and for 6th have it take a 1st, 2nd, and 3rd. As for the last part about the rolls that was more for the caster, I could've clarified that, but basically it's if you roll a 1 it rebounds and the target would get the spell slot instead while a 20 would get 2 1st level
I think that plan for scaling up at higher levels looks better, yeah. Without playing it, that is. Playtesting might show that it's actually underpowered that way and your original way is better. How it hashes out in the actual game is key. One thing to think about is to look at the other spells someone could take at that level and ask "Would I ever actually take this spell instead of the other ones?" If you say "no, I never would", then the spell is underpowered. If you say "I'd always take it", it might be overpowered :)
As far as terminology goes, that's just something to get used to as you get into the game. I've been playing for decades, so some 5e terminology is still stuff I have to look up. I could whip up a 1st or 2nd ed entire spellbook of spells for you in 5 minutes, all balanced and worded well. :)
Just think of the effects you want, and then go back to the appropriate part of the PHB or DMG and see what the terminology and rules are. The unconscious rule may work well. You want to avoid having a huge list of different specific times when it happens, right? You don't want to say "...when you reach 0 HP, or when you are put to sleep, or when you are charmed, or..." 'Unconscious' may sum it up nicely.
I've been working on a homebrew wizard spell and I was hoping I could get some insight on it and maybe suggestions for a better name/tweaks to the spell. I think I made it fairly balanced but I'm not entirely sure, and would appreciate all feedback
Vampiric Mana: 2nd level spell
Casting time: 1 action
Range: touch
Allows the caster to attempt to steal a spell slot 1 level down(2nd level cast steals 1st level spell slot) from a single target in reach. Upon casting the target must make an intelligence saving throw. On a successful save no spell slot is gained but the target takes 1d8+players intelligence modifier necrotic damage. The extra spell slot lasts until it is used (the last spell slot used), a rest (short or long) is taken, or the caster goes down. At 3rd level it steals a second spell slot(1 2nd level and 1 1st level)or 2d8, at 5th and higher it steals a third spell slot or 3d8. On a critical fail the target gains that number of spell slots from the caster and on a critical success the target loses twice that many spell slots.
Interesting concept. You're dropping down a spell level in order to take one away from the target entirely. I like the idea.
Three initial comments:
1) Formalize your language. For example, the spell slot lasts until "the caster goes down". That's not an official game mechanic, lingo, or effect :) May sound trivial, but that's the sort of language that will cause arguments about how the spell works. You drop to 0, but an ally puts you back to 1 hp the same round. Did you 'go down'? If you're hit with a sleep spell, does that count?
2) In that same vein, by '1 level down', you mean the level of spell slot you're using to cast it, right? That should be clearly specified, it's a bit hard to follow.
3) My initial thought is that the spell is scaling up too quickly for a 2nd level spell. If I cast it just one more slot up, it more or less doubles in effectiveness? That should maybe be 4th, and a third one at 6th.
4) Oh, and you need to flip your saves in the final sentence. The target is the one making the save. So a critical fail should be worse for the target--that should be when he loses twice the slots. A critical success should be when it backfires on the caster :)
Looking for new subclasses, spells, magic items, feats, and races? Opinions welcome :)
See this is why I asked, it's the first time I've made a spell and I honestly haven't even been playing for very long so the phrasing is still new to me. So slow the pacing, formalize it, and clarify a few parts. I'm guessing 'goes unconscious' would be better wording cause that would cover sleep, and dropping to 0. Then drop the '1 level down' part and just say that it takes a 1st level slot then for 4th level cast have it take a 1st and 2nd level and for 6th have it take a 1st, 2nd, and 3rd. As for the last part about the rolls that was more for the caster, I could've clarified that, but basically it's if you roll a 1 it rebounds and the target would get the spell slot instead while a 20 would get 2 1st level
I think that plan for scaling up at higher levels looks better, yeah. Without playing it, that is. Playtesting might show that it's actually underpowered that way and your original way is better. How it hashes out in the actual game is key. One thing to think about is to look at the other spells someone could take at that level and ask "Would I ever actually take this spell instead of the other ones?" If you say "no, I never would", then the spell is underpowered. If you say "I'd always take it", it might be overpowered :)
As far as terminology goes, that's just something to get used to as you get into the game. I've been playing for decades, so some 5e terminology is still stuff I have to look up. I could whip up a 1st or 2nd ed entire spellbook of spells for you in 5 minutes, all balanced and worded well. :)
Just think of the effects you want, and then go back to the appropriate part of the PHB or DMG and see what the terminology and rules are. The unconscious rule may work well. You want to avoid having a huge list of different specific times when it happens, right? You don't want to say "...when you reach 0 HP, or when you are put to sleep, or when you are charmed, or..." 'Unconscious' may sum it up nicely.
Looking for new subclasses, spells, magic items, feats, and races? Opinions welcome :)