I like all of these (and the re-write for Singularity is definitely an improvement), except I think Singularity is a poor name for it. I was expecting some kind of gravitational shenanigans, and instead got a scaling tactical nuke.
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I enjoy the idea and the thematics of Singularity (and find it ironic that you've basically recreated the effects of a microscopic black hole collapsing), but even the rewrite feels a good bit Stronk for first level. The 2d4 scaling for each level works, but a permanent poisoned effect on a failed save, in addition to the excellent reach of the spell and highly favorable damage types, reads as a Must Take to me.
As a rare, difficult-to-obtain spell that's the signature weapon of a heinous villain, I love it. In that guise it's a smash hit - stronger than most other spells of its general nature (i.e. offensive Evocation magic), with nightmarish side effects and an unmistakable visual signature when used combined with the option of an unmistakable lingering signature, as well. It's everything I could want for a villainous mage my party needs to fear as much as they hate.
As a "hey this is in the spell list now, guys!" Normal Ordinary Spell...my gut says this is overtuned. Making third the minimum level instead of first, with adjustment for the damage dice as required, and I'd limit the Poison effect to 24 hours, with another 24 hours per spell level over the first. D&D characters can already shrug off garbage that should take years of medication and therapy to get over just by clenching their sphincters hard enough or taking a good night's sleep; why not add hard rads to that list as well?
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Thundercrack looks fine. I'm legit a little confused as to how Thunderwave works now, if this spell is "how I thought Thunderwave works" for everybody...+_+
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The sling doesn't need the dumb wand/staff "don't you dare use this item or it may disappear!" caveat. I always hated that shit. It also doesn't need the Magic Missile usage. Heh, you've got a good, solid idea for a basic, useful little tool. If you cut the Magic Missile option I could see leaving it without a requirement for attunement. It's not like Magic Stone is a good spell, or a sling is a good weapon for that matter, and you're not even giving them the cantrip outright, just a few charges for it. Twelve 1d6 pebbles a day, each one requiring its own individual attack, doesn't strike me as being too much.
If you give it attunement, nobody will use it or care about it much after fifth or sixth level. If you simplify the item some and then forego attunement, then it can be a handy sidearm or combat utility item for the whole length of a character's life.
I see your point. I figured that since a level 1 Paladin can basically cure poisoned with their Lay on Hands that leaving it was no big deal. But since it’ll probably be cured within 24 hours anyway....
Singularity was intended to be the signature spell for a future (levels 5/6-10ish?) BBE that the heroes would be able to grab from his grimoire as a reward if they defeat him. The reason I would like to keep it 1st level is because I see so many high level casters with their thumbs up their butts shooting magic missiles at dragons when they run out of higher level slots.
Thunderwave is a cube, so the point of origin is on an edge, Thundercrack is a sphere. I have heard more players mention that Thunderwave was the spell that made them learn the difference.
I was using the “looses its magic if you roll a 1” thing too represent the magic wearing off eventually. Yeah, I think I would just as soon leave the Magic Missile and still drop Attunement on the sling. If 1 first level casting of Magic Missile throws the balance of the campaign I’m DMing then I should turn in my dice. (And as a side note I have learned not to scoff at Magic Stone.)
Heh. Yeah, I have no issue with the spell in the guise of a reward for defeating a powerful enemy. In that vein it makes excellent sense, and the scarring impacts of it would serve as a sort of soft limiter for the player who gains access to it. Since, presumably, they wouldn't want to start irradiating everything or disintegrating their enemies save only for their screaming ashen ghost-prints.
It's only in the guise of "yeah, this is for sale at your local mom-and-pop scroll shop" that it becomes twitchy.
I enjoy the idea and the thematics of Singularity (and find it ironic that you've basically recreated the effects of a microscopic black hole collapsing)
Heh. Yeah, I have no issue with the spell in the guise of a reward for defeating a powerful enemy. In that vein it makes excellent sense, and the scarring impacts of it would serve as a sort of soft limiter for the player who gains access to it. Since, presumably, they wouldn't want to start irradiating everything or disintegrating their enemies save only for their screaming ashen ghost-prints.
It's only in the guise of "yeah, this is for sale at your local mom-and-pop scroll shop" that it becomes twitchy.
No corner store stuff here folks. This is 100% military grade hardware. (It’s the mininuke from Starship Troopers/Fallout. 🤫😉)
Just had a fun thought. Let's say for the sake of argument that you did drop Magic Missile from your sling; if you were to look for a replacement, the Catapult spell might make for a thematically appropriate alternative!
I forgot to thank you for your suggestions, my apologies. I do like “Oppenheimer’s Radiant Blast” quite a bit, I gust don’t want to go quite that meta. Lol
I think the biggest problem with Singularity is the perma-death effect. For a level 1 spell to have that capability is the true OP thing about it, any bad guy equipped with this spell can permanently take out players without them knowing. Unlike disintegrate which players tend to be aware of, and excusing the metagaming, players will not fear being targeted by a spell that might kill them outright if they don't know it will :x. For that purpose, just use disintegrate! Reskin it, call it x's Disintegrate if you want to change the thematics maybe.
Why wouldn’t they know about it? Part of the point of the shadows and the lingering rads is to foreshadow the BBE so they have some idea what their getting into before it happens. The PCs will be level 5+ by then. By the time they actually start to catch up with our villain they should have gathered enough clues to not be surprised.
How would the PCs know to be afraid of Disintegrate? None of them will be able to cast 6th level spells by that point. If they’re afraid of Disintegrate then they’re metagaming.
Here is the update to Singularity (finally). It has been renamed since the physics reference was not appreciated. I still have not made final decisions on the Sling. Thank you all for your feedback.
Here is the re-write for Singularity. Does this work better?
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I like all of these (and the re-write for Singularity is definitely an improvement), except I think Singularity is a poor name for it. I was expecting some kind of gravitational shenanigans, and instead got a scaling tactical nuke.
You got a better name? I’m all ears!
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Oppenheimer's Radiant Blast, Death Flash, Sickly Detonation, Ivymike's Detonation, Ivymike's Sickening Blast, Sickening Radiance
Anything that evokes sickness, light and destruction, rather than black holes.
My DM's Guild Content - Mostly quick rules and guides.
Just a few suggestions:
I think we’ve found a winner folks.
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Please everyone feel free to gimme feedback on any of my home brewed content. If you like it, please upvote it. If you don’t, please tell my why. I’m eager to learn why people like/dislike what.
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Hmm...
I enjoy the idea and the thematics of Singularity (and find it ironic that you've basically recreated the effects of a microscopic black hole collapsing), but even the rewrite feels a good bit Stronk for first level. The 2d4 scaling for each level works, but a permanent poisoned effect on a failed save, in addition to the excellent reach of the spell and highly favorable damage types, reads as a Must Take to me.
As a rare, difficult-to-obtain spell that's the signature weapon of a heinous villain, I love it. In that guise it's a smash hit - stronger than most other spells of its general nature (i.e. offensive Evocation magic), with nightmarish side effects and an unmistakable visual signature when used combined with the option of an unmistakable lingering signature, as well. It's everything I could want for a villainous mage my party needs to fear as much as they hate.
As a "hey this is in the spell list now, guys!" Normal Ordinary Spell...my gut says this is overtuned. Making third the minimum level instead of first, with adjustment for the damage dice as required, and I'd limit the Poison effect to 24 hours, with another 24 hours per spell level over the first. D&D characters can already shrug off garbage that should take years of medication and therapy to get over just by clenching their sphincters hard enough or taking a good night's sleep; why not add hard rads to that list as well?
*
Thundercrack looks fine. I'm legit a little confused as to how Thunderwave works now, if this spell is "how I thought Thunderwave works" for everybody...+_+
*
The sling doesn't need the dumb wand/staff "don't you dare use this item or it may disappear!" caveat. I always hated that shit. It also doesn't need the Magic Missile usage. Heh, you've got a good, solid idea for a basic, useful little tool. If you cut the Magic Missile option I could see leaving it without a requirement for attunement. It's not like Magic Stone is a good spell, or a sling is a good weapon for that matter, and you're not even giving them the cantrip outright, just a few charges for it. Twelve 1d6 pebbles a day, each one requiring its own individual attack, doesn't strike me as being too much.
If you give it attunement, nobody will use it or care about it much after fifth or sixth level. If you simplify the item some and then forego attunement, then it can be a handy sidearm or combat utility item for the whole length of a character's life.
Please do not contact or message me.
Thanks Yurei,
I see your point. I figured that since a level 1 Paladin can basically cure poisoned with their Lay on Hands that leaving it was no big deal. But since it’ll probably be cured within 24 hours anyway....
Singularity was intended to be the signature spell for a future (levels 5/6-10ish?) BBE that the heroes would be able to grab from his grimoire as a reward if they defeat him. The reason I would like to keep it 1st level is because I see so many high level casters with their thumbs up their butts shooting magic missiles at dragons when they run out of higher level slots.
Thunderwave is a cube, so the point of origin is on an edge, Thundercrack is a sphere. I have heard more players mention that Thunderwave was the spell that made them learn the difference.
I was using the “looses its magic if you roll a 1” thing too represent the magic wearing off eventually. Yeah, I think I would just as soon leave the Magic Missile and still drop Attunement on the sling. If 1 first level casting of Magic Missile throws the balance of the campaign I’m DMing then I should turn in my dice. (And as a side note I have learned not to scoff at Magic Stone.)
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Heh. Yeah, I have no issue with the spell in the guise of a reward for defeating a powerful enemy. In that vein it makes excellent sense, and the scarring impacts of it would serve as a sort of soft limiter for the player who gains access to it. Since, presumably, they wouldn't want to start irradiating everything or disintegrating their enemies save only for their screaming ashen ghost-prints.
It's only in the guise of "yeah, this is for sale at your local mom-and-pop scroll shop" that it becomes twitchy.
Please do not contact or message me.
That was why I named it Singularity!!!
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No corner store stuff here folks. This is 100% military grade hardware. (It’s the mininuke from Starship Troopers/Fallout. 🤫😉)
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Just had a fun thought. Let's say for the sake of argument that you did drop Magic Missile from your sling; if you were to look for a replacement, the Catapult spell might make for a thematically appropriate alternative!
That’s not a bad idea at all
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DarkAbyssKeeper,
I forgot to thank you for your suggestions, my apologies. I do like “Oppenheimer’s Radiant Blast” quite a bit, I gust don’t want to go quite that meta. Lol
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I think the biggest problem with Singularity is the perma-death effect. For a level 1 spell to have that capability is the true OP thing about it, any bad guy equipped with this spell can permanently take out players without them knowing. Unlike disintegrate which players tend to be aware of, and excusing the metagaming, players will not fear being targeted by a spell that might kill them outright if they don't know it will :x. For that purpose, just use disintegrate! Reskin it, call it x's Disintegrate if you want to change the thematics maybe.
Why wouldn’t they know about it? Part of the point of the shadows and the lingering rads is to foreshadow the BBE so they have some idea what their getting into before it happens. The PCs will be level 5+ by then. By the time they actually start to catch up with our villain they should have gathered enough clues to not be surprised.
How would the PCs know to be afraid of Disintegrate? None of them will be able to cast 6th level spells by that point. If they’re afraid of Disintegrate then they’re metagaming.
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Here is the update to Singularity (finally). It has been renamed since the physics reference was not appreciated. I still have not made final decisions on the Sling. Thank you all for your feedback.
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+1 for the name! Cheers!
👍🤘
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