You hold forth your hand and summon an arctic wind laced with razor-edged shards of ice. Each creature in the area of effect must make a Dexterity saving throw, taking 1d6 cold damage and 1d6 slashing damage on a failed save or half as much damage on a successful save. Any creature in the spell's area that tries to move towards you has its speed halved until it leaves the spell's area or stops moving towards you. While the spell lasts, you can use your action to force every creature in the spell's area to repeat the saving throw, but the spell ends if you do not do so. Also while the spell lasts, you can use a bonus action to change the direction of the spell. While concentrating on this spell, your movement speed is reduced to 0', and you cannot benefit from any increases to speed.
At higher levels: when you cast this spell with a higher level spell slot, the length of the line increases by 10' per level of the slot used over 2nd, and the spell's cold and slashing damage increase by 1d6 EACH per level of the slot used over 2nd.
This spell is added to the druid, ranger, sorcerer, wizard, and possibly warlock spell lists.
I know the material components can be silly but you literally can't store a snowflake in a component pouch soooo...
Also, you can't have 1d6 cold and slashing damage, you can have 1d6 cold and 1d6 slashing damage.The range listed is complicated, and I believe you meant to say it is a 15 foot cone, as the standard for low level spells.
Your spell cannot decide if it is a modification of thunder wave or gust of wind. If it's gust of wind, you would summon it in a cylinder and the effect would be different. If it's more like thunder wave then the effect would be instantaneous.
You are exploring the ability to create new spells, and I suggest you look at the chapter in the DMG specifically designed to help you create such spells. Have fun!
You can, however, replace a low-cost material component with a spellcasting focus.
Missed the each bit, did you?
I know the range listing is complicated, but it really is supposed to be a line 5' wide and 10'*spell level long.
It's not supposed to be a modification of an existing spell. It's supposed to fit a unique niche, as well as scale much better than most low-level spells.
I've read the DMG cover-to-cover twice, but I believe I will look at those 4 paragraphs, a bullet list and a chart.
No need to get sassy with someone for trying to provide constructive criticism. The scaling is too strong, for the damage, and the language used doesn't match with other 5e spells (The way you list the damage, for example). For the range, something like "10 foot by 5 foot line" is fine, if you say in the At Higher Levels section (which is a separate part of the spell listing to the main descriptor) that the range increases by 10 feet for each level above...
Actually, you don't even say what level this spell is. Is it 1st level or 2nd? Or higher?
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This seems a bit much for a 1st level spell. This basically lets a caster turn into some sort of ice machine gun turret for a whole combat, and do progressively more damage depending on the spell slot burned to cast it. The damage would eat lower lever monsters alive and the slow effect would help keep the caster safe. The shorter range of the spell early on is about the only thing keeping it seem somewhat okay as having a monster's movement halved could still put them in the caster's face easily enough. I worry a bit about this at higher levels though.
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Wow. You put an over powered spell on here and when we say its overpowered, you call us all critics. If you didn't want feedback, you shouldn't have posted it here. Your snarky attitude towards people who are just trying to help you is simply uncalled for.
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The phrase "Everyone's a critic" is often used as a negative, and given your attitude towards people who are trying to help you, it is hard to see it any other way.
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I'm just saying that this feels on-par with Flaming Sphere, which is a 2nd level spell. It even sort of does comparable damage.
This is helpful. I would have compared it to the 1st-level spell witch bolt, myself, but I see your point.
Except witch bolt is a single target spell, requires an attack roll or nothing happens, and only has increased damage on the initial attack, not the subsequent damage
This spell is an AoE, save for half, and the damage increase for higher level slots stays for any subsequent attacks. Oh and it has a movement impairing effect too. Not to mention the fact that it deals damage on cast, when the enemy moves into it, AND on any turn you use your action to attack with it. Oh, and if that's not enough, you can just move it whenever you want as a bonus action...
Yeah, that seems like a pretty balanced spell... right on par with witch bolt (that was sarcasm).
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I'm just saying that this feels on-par with Flaming Sphere, which is a 2nd level spell. It even sort of does comparable damage.
This is helpful. I would have compared it to the 1st-level spell witch bolt, myself, but I see your point.
Except witch bolt is a single target spell, requires an attack roll or nothing happens, and only has increased damage on the initial attack, not the subsequent damage
This spell is an AoE, save for half, and the damage increase for higher level slots stays for any subsequent attacks. Oh and it has a movement impairing effect too. Not to mention the fact that it deals damage on cast, when the enemy moves into it, AND on any turn you use your action to attack with it. Oh, and if that's not enough, you can just move it whenever you want as a bonus action...
Yeah, that seems like a pretty balanced spell... right on par with witch bolt (that was sarcasm).
Very, very limited AoE.
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I agree with Sloporion. It is too good for a 1st level. Third maybe, and while the AoE is small, the effects are good - too good. I suggest you to raise it to 3nd level.
Not to mention the fact that it deals damage on cast, when the enemy moves into it, AND on any turn you use your action to attack with it.
I think this is the part that pushes it over the edge for me. If you somehow trimmed this down to maybe damage on cast and when you attack with it each turn, it'd be a fine 2nd level spell. No monster is going to voluntarily move into this vortex of ice and death, probably choosing instead to move out of it or attack from a side not being blasted with cold. Unless there's a like a very narrow hallway situation, I don't expect it to ever come up so cutting the damage on them moving into the AoE seems easiest.
Not to mention the fact that it deals damage on cast, when the enemy moves into it, AND on any turn you use your action to attack with it.
I think this is the part that pushes it over the edge for me. If you somehow trimmed this down to maybe damage on cast and when you attack with it each turn, it'd be a fine 2nd level spell. No monster is going to voluntarily move into this vortex of ice and death, probably choosing instead to move out of it or attack from a side not being blasted with cold. Unless there's a like a very narrow hallway situation, I don't expect it to ever come up so cutting the damage on them moving into the AoE seems easiest.
Thing is, it was designed for very narrow hallways.
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Ice spray (2nd level evocation):
Components: V, S, M (a snowflake)
Casting time: 1 action
Duration: concentration, up to 1 minute
Range: self (10' by 5' line)
You hold forth your hand and summon an arctic wind laced with razor-edged shards of ice. Each creature in the area of effect must make a Dexterity saving throw, taking 1d6 cold damage and 1d6 slashing damage on a failed save or half as much damage on a successful save. Any creature in the spell's area that tries to move towards you has its speed halved until it leaves the spell's area or stops moving towards you. While the spell lasts, you can use your action to force every creature in the spell's area to repeat the saving throw, but the spell ends if you do not do so. Also while the spell lasts, you can use a bonus action to change the direction of the spell. While concentrating on this spell, your movement speed is reduced to 0', and you cannot benefit from any increases to speed.
At higher levels: when you cast this spell with a higher level spell slot, the length of the line increases by 10' per level of the slot used over 2nd, and the spell's cold and slashing damage increase by 1d6 EACH per level of the slot used over 2nd.
This spell is added to the druid, ranger, sorcerer, wizard, and possibly warlock spell lists.
"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
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I know the material components can be silly but you literally can't store a snowflake in a component pouch soooo...
Also, you can't have 1d6 cold and slashing damage, you can have 1d6 cold and 1d6 slashing damage.The range listed is complicated, and I believe you meant to say it is a 15 foot cone, as the standard for low level spells.
Your spell cannot decide if it is a modification of thunder wave or gust of wind. If it's gust of wind, you would summon it in a cylinder and the effect would be different. If it's more like thunder wave then the effect would be instantaneous.
You are exploring the ability to create new spells, and I suggest you look at the chapter in the DMG specifically designed to help you create such spells. Have fun!
You can, however, replace a low-cost material component with a spellcasting focus.
Missed the each bit, did you?
I know the range listing is complicated, but it really is supposed to be a line 5' wide and 10'*spell level long.
It's not supposed to be a modification of an existing spell. It's supposed to fit a unique niche, as well as scale much better than most low-level spells.
I've read the DMG cover-to-cover twice, but I believe I will look at those 4 paragraphs, a bullet list and a chart.
Thank you.
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No need to get sassy with someone for trying to provide constructive criticism. The scaling is too strong, for the damage, and the language used doesn't match with other 5e spells (The way you list the damage, for example). For the range, something like "10 foot by 5 foot line" is fine, if you say in the At Higher Levels section (which is a separate part of the spell listing to the main descriptor) that the range increases by 10 feet for each level above...
Actually, you don't even say what level this spell is. Is it 1st level or 2nd? Or higher?
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This seems a bit much for a 1st level spell. This basically lets a caster turn into some sort of ice machine gun turret for a whole combat, and do progressively more damage depending on the spell slot burned to cast it. The damage would eat lower lever monsters alive and the slow effect would help keep the caster safe. The shorter range of the spell early on is about the only thing keeping it seem somewhat okay as having a monster's movement halved could still put them in the caster's face easily enough. I worry a bit about this at higher levels though.
Everyone's a critic.
"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
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I'm just saying that this feels on-par with Flaming Sphere, which is a 2nd level spell. It even sort of does comparable damage.
Wow. You put an over powered spell on here and when we say its overpowered, you call us all critics. If you didn't want feedback, you shouldn't have posted it here. Your snarky attitude towards people who are just trying to help you is simply uncalled for.
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From The American Heritage Dictionary of the English Language, fourth edition: "critic n. 1. One who forms and expresses judgments of the merits, faults, value, or truth of a matter."
"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
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The phrase "Everyone's a critic" is often used as a negative, and given your attitude towards people who are trying to help you, it is hard to see it any other way.
Do you have difficulty fitting everything you want into your signature? Then check out the Extended Signature thread!
Here's my Extended Signature!
"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
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This spell is an AoE, save for half, and the damage increase for higher level slots stays for any subsequent attacks. Oh and it has a movement impairing effect too. Not to mention the fact that it deals damage on cast, when the enemy moves into it, AND on any turn you use your action to attack with it. Oh, and if that's not enough, you can just move it whenever you want as a bonus action...
Yeah, that seems like a pretty balanced spell... right on par with witch bolt (that was sarcasm).
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“It is a better world. A place where we are responsible for our actions, where we can be kind to one another because we want to and because it is the right thing to do instead of being frightened into behaving by the threat of divine punishment.” ― Oramis, Eldest by Christopher Paolini.
"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
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I agree with Sloporion. It is too good for a 1st level. Third maybe, and while the AoE is small, the effects are good - too good. I suggest you to raise it to 3nd level.
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I gather that, but the spell would still be decently effective in that arena as well.
I figured out what was missing (which was also why you all thought it was horribly overpowered) and fixed it.
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