Hi, I want to create some sort of legendary spells for my players, that they can earn as rewards on dungeons. For example they discover ruins of an old wizards tower, where they can find the scribbles of a mad mage who discovered some sort of powerful spell.
Anyway, I want this spell to be something special, but also not so overpowered that they only use it anymore. What I came up with was this:
Touch a creature and roll 10D6. If the result is equal to or higher than the creatures current HP, the creature becomes liquified and dies. Also, you start sucking in the liquid with the palm of your hand and a protective skin forms around you, you gain temporary HP equal to the creatures HP before it was liquified. However if the result of your dice throw is lower than the creatures HP, the creature resists the spell.
Using this spell with a higher spell slot will increase the damage by 3D6 per slot level.
This spell will be for our sorcerer who is more squishy. I am trying to give him a high risk, high reward spell, that, since he doesn't know the exact HP of the enemies and the randomness could give him a big benefit, but could also really hurt him, since he has to move into melee range for this spell.
I really need some help with balancing and someone with experience looking over this idea. Thanks in advance
Try looking at spells from older editions of the game that your players might not be familiar with. You might not have to do all that extra work if you can find something you like that is just not in the current edition of the game.
Hi, I want to create some sort of legendary spells for my players, that they can earn as rewards on dungeons. For example they discover ruins of an old wizards tower, where they can find the scribbles of a mad mage who discovered some sort of powerful spell.
Anyway, I want this spell to be something special, but also not so overpowered that they only use it anymore. What I came up with was this:
A legendary spell can only be used once a day.
For example:
Unstable Liquification. Range: Touch. 1 Action. Lvl 3.
Touch a creature and roll 10D6. If the result is equal to or higher than the creatures current HP, the creature becomes liquified and dies. Also, you start sucking in the liquid with the palm of your hand and a protective skin forms around you, you gain temporary HP equal to the creatures HP before it was liquified. However if the result of your dice throw is lower than the creatures HP, the creature resists the spell.
Using this spell with a higher spell slot will increase the damage by 3D6 per slot level.
This spell will be for our sorcerer who is more squishy. I am trying to give him a high risk, high reward spell, that, since he doesn't know the exact HP of the enemies and the randomness could give him a big benefit, but could also really hurt him, since he has to move into melee range for this spell.
I really need some help with balancing and someone with experience looking over this idea. Thanks in advance
That's potentially a LOT of temporary HP. I think it would be good to tone that down, but overall I like the idea of it.
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Yeah, had the same thought maybe half the temporary HP.
Thanks<3
Try looking at spells from older editions of the game that your players might not be familiar with. You might not have to do all that extra work if you can find something you like that is just not in the current edition of the game.
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Yeah, nice idea, thanks. Maybe boost them a little and make them once per day use?