That's not how cantrips work. You cannot upcast them and they should not be complicated - they're cantrips, the easiest of spells, the most commonplace of spells.
No cantrip should ever do more than 4d12, and that's a single save type - nothing happens on success, while attacks which have a higher rate of successfully damaging a target are no more than 4d10, often without any real lasting effect, or lower dies with additional minor effects like ray of frost.
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This last edit is because I have been listening to what everyone has said and I have both balanced the spell within its self as well with an item. as well as keeping true to its original concept. Moved it down to an inconvenience at start and left the end at the nuke. I gave it multiple ways of either being blocked or evaded as well as a way to escape. If i were to use anymore of what has been said the spell would be as worthless as sour cream on a sidewalk. as it is it moves from a buzzing fly to the nuke it was intended to be. what I am trying to do is make a better transition between the two. all i seem to be getting is being told to take a granite wall and turn it into cottage cheese. without destroying the point of the spell how do you balance this better?
First of all, look at power word kill. That's a 9th level spell, Yours is stronger at 9th level. It's over complicated. Imagine the session where it's being used. No one else on the table is going to want to deal with how complicated it is.
There are effects you have in there that are "cool concepts" but have no meaning within the mechanics of D&D5e rules (refreshes its self on their magicbl pool? They are distracted? Those have no meaning in D&D5e
You're trying to put to much in there. Look at how simple o made it in my post. It actually does more damage, but is less op!
Power word kill cant kill anything with more than 100HP, Storm of Vengeance and psychic scream have less potent control effects. You didnt fix concentration, or the save mechanics.
Your methods of avoiding the spell are either situational or in many situations impossible
100 sheets of parchment are created then dissipate when the spell is complete. Prick a finger and put it on the parchment and cast the spell. When cast, a cyclone of parchment forms around the target. As a first level spell the target is cut with the edge of each sheet over and over again. Causing 2d4 magic damage and the target is distracted for 1 minute. It can be stopped with a dex check. As the magic user progresses levels the spell level increases. Each spell level after level 4 initial damage is calculated by the dice roll indicated below. If the spell is blocked or mis-cast the target loses only 1d4 of damage. At spell level 9 when the spell is cast a cyclone of parchment forms around the target cutting them until they die. While affected by this spell the target cannot benefit from any kind of healing. Hp depleted by this spell cannot be replenished unless victim is replaced. The target has their speed reduced to 0. The spell cannot be dissipated but it can be dispelled by a substitution of the target via Teleportation swap or physically swapping victims-self sacrifice-. (the self sacrifice has to roll 1-d20 and get an 18, 19, or 20 to be successful in either swap.) As the castor progresses in up in spell levels the spell progresses in level with them. the cuts are deeper and more frequent. The parchment can cut through all armor and magical protections like they are not even there, causing slashing damage that bypasses all resistance and immunity. The spells effect persists until the targets death. The effects magic refreshes itself off the magic pool of the target then off their hp. The only way to avoid the spell is to have the scroll Mirror of Parchment. Any mis-cast the target loses 3/4 of current remaining hp.
initial damage at level 5 is 4-d6 then 2 hp per turn
initial damage at level 6 is 5-d6 then 3 hp per turn
initial damage at level 7 is 6-d8 then 4 hp per turn
initial damage at level 8 is 7-d8 then 5 hp per turn
initial damage at level 9 is 8-d10 then 6 hp per turn
* - (Minimum of one piece of parchment and one drop of castor's blood.)
There's a few things here, but mainly this looks like you're making a spell for some other system. That, or you don't really play D&D 5e.
First, for formatting sake, take a look at the spells on this site. Generally, the scalable spells state the base level in the description, then add the scalable part at the end (Bestow Curse). Next, they generally explain what happens on a failed save, then what happens if they succeed (Fireball).
You mention miscast twice, but spells in D&D 5e don't have a chance of failure, so I don't know what this means.
Since it's a spell "Magic Damage" is assumed, so I think you mean Force Damage. Very few things have Force resistance/immunity anyway. That aside, ignoring all resistance/immunity seems very strong for a low level spell.
For simplicity, the die type usually doesn't change. That way you don't have to look up the spell every time you cast it.
I don't have a problem with the 9th level version of the spell. Power Word Kill has no save and merks the target in they have 100 HP remaining, or fewer. This is a "death over time" spell, but the end result is the same, so whatever. However, since the 9th level version is different than the rest, I would suggest a separate spell (TRUE Death by 1000 Cuts, or whatever). The original spell caster finally perfected the spell he/she developed so long ago, or something.
I would STILL make it a Concentration spell.
"the self sacrifice has to roll 1-d20 and get an 18, 19, or 20 to be successful in either swap." I would just make this a DC 18 Dexterity Check.
"The effects magic refreshes itself off the magic pool of the target then off their hp." I have no idea what this means.
This^ except the comparison I made to power word kill was the 100hp limit didn't exist for this one, and since (like he stated) either way, the target's dead, than means this spell... all by its self... would one shot a terasque (the strongest creature in the game, thatx supposed to be hard for a TEAM of level 20 adventurers)
This last edit is because I have been listening to what everyone has said and I have both balanced the spell within its self as well with an item. as well as keeping true to its original concept. Moved it down to an inconvenience at start and left the end at the nuke. I gave it multiple ways of either being blocked or evaded as well as a way to escape. If i were to use anymore of what has been said the spell would be as worthless as sour cream on a sidewalk. as it is it moves from a buzzing fly to the nuke it was intended to be. what I am trying to do is make a better transition between the two. all i seem to be getting is being told to take a granite wall and turn it into cottage cheese. without destroying the point of the spell how do you balance this better?
The problem is your spell is overpowered, so we're trying to bring it in line with other spells.
It makes anyone who doesn't take this spell an idiot for doing so, as well as anyone not making a spell caster.
You cast this spell on (someone important), go have a bagel, and come back when they're dead. I've already planned my escape down a 1 person corridor so if people chase me, I cast the spell again on the point man so he blocks everyone behind him and I run away... because the spell lasts until they die. And then what, you expect me to believe every guard is going to be willing to sacrifice themselves and push the target in front of them so they can chase me again? Even if that didn't break my suspension of disbelief, that only has a 15% chance of succeeding. So what then? You want to tell me No-Name-Guard #1, who doesn't have two copper to rub together has the one magical thing needed to counter this? Is it so cheap they sell it at the "1 copper or less" store?
When creating something, the two things to look out for are, "Does this create a power vacuum?" and "What am I making obsolete by creating this?"
Save_Versus I have only played a few times in any version of this game. The miscast is due to the dm's telling the castor roll for x stat to see uf successful then to the victim if a pc roll x stat to see if u blocked. As far as the 15% success on sacrifice is because i expect both npc's and pc's to have an enlightened sense of self interest and say f*@k this and run away. I can see a high priest to save their god or a devoted servant/slave who loves their master to try it. The part about refreshing the spell comes from it costs x magic to cast initially but as an added bite it constantly pays that casting price but from the victim instead. If that is not needed then that is something that can be dropped. The original version of the spell had it as an evocation which makes it call on the 1 god who granted it which would limit the magic users who know and work with or follow that god. That limited the number of people who could use the spell. I am trying to work this into something usable. If this were something to happen irl it would take so much energy that the castor would sleep from 2 days to a week right after casting.
[After the spell is cast at level 7 or above the castor is worn out and collapses to the ground immediately after casting and remains unconscious for 7 days.]
At this point I'd just say ask your DM and figure it out with him, because there's to much to parse through in a conversation like this.
For example, to cast a spell, you expend a spell slot. That's your only "resource" unless there's a material component with a gold cost. That's just the tip of the iceberg though.
If you've got an idea, I'd say run it through the DM and just accept whatever he says, because nothing we say will matter at that point. Maybe he can explain the issues better too.
Spells don't generally have drawbacks, but Class Features sometimes do.
You can make it their 2nd level Channel Divinity feature, which is in line with your god-granted description, and limits the number of people who can use this ability.
As a drawback, you can grant the user levels of Exhaustion. Exhaustion SUCKS. Unless you homebrew something, there's nothing to remove exhaustion except rest (I think there's one, maybe two things in the base books). This mimics not only the power drain on the caster, it also supports your "last resort" description (everyone hates exhaustion).
Kenjutsushi It has become incredibly clear you have not read the Basic Rules, Player's Handbook or DMG and I doubt your DM has either.
Spells come in three varieties mechanically: attack spells, save spells and 'other'. Characters with spellcasting will have an ability score that is their "spellcasting ability" this will most commonly be Intelligence, Wisdom or Charisma depending on the class. When making a spell it doesn't matter so much which type the castor is going to use.
To make a spell attack you roll 1d20 and add your proficiency bonus and your 'spellcasting ability modifier'. If your spellcasting ability was Intelligence, for example and your Intelligence modifier was +3 and your proficiency bonus was +2 then you would roll: 1d20 + 2 + 3. This roll, like any attack, is compared to the targets Armor Class. This determines if the spell hits them or not.
For a save type you typically do not roll anything. Instead the target rolls to try and resist the effect - this means they roll a "Saving Throw" - which one depends on the spell. It will be a roll of 1d20 + proficiency if they are proficient in the saving throw + the relevant ability modifier. For example the Telekinesis spell has creatures make Strength Saving Throws to "break free" or use their muscles to get out of the forces of the spell. Dexterity Saving Throws are to try to physically avoid the spell, etc. This roll is compared your Spell Save DC - this how difficult your spells are to resist - this is determined as 8 + your proficiency bonus + your spellcasting ability modifier. So if your mod was +3 and prof was +2 your Spell Save DC is 13. Typically spells that are resisted have reduced or no effect depending on the spell - cantrips typically have no effect if resisted and many spells of 1st or higher usually offer "half damage" and no additional effects - but it varies by spell. Spells with powerful effects or especially high damage may opt for no damage or effect on success.
Some spells fall into other: these are ones that are either more complicated or don't have saves/damage because they only affect you or willing creatures or target creatures by their current Hit Points instead.
Spells fall into a variety of schools based on their main effect. Conjuration summons or creates creates and/or objects. Since your spells summons/creates paper it is a Conjuration spell. Your spell isn't Evocation - this is for spells that create or manipulate raw energy - like blasting fire, healing, or such as. None of these schools have anything to do with "gods" or anything like that. The school definitions are descriptive of spell effect and in the lore of D&D they were determined by Wizards with their need to categorise things.
I'll probably come back to explain more later, I'm out of time, but something to think about for now.
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When you're making your spell you must consider it being used on your character. Let's say your 1st Level party are on the trail of an evil wizard and you searched the wizard's room reasonably thoroughly with your Investigation 17 roll. You find and face the wizard.
Suddenly the wizard has cast this on your character. Then, because you put it as a cantrip, spends the next turns putting it on all of your characters. The wizard escapes and you're now all left to slowly and miserably die unable to do anything at all about it. Your party is dead. Roll new characters.
If asked on the sheer overpoweredness of this Wizard being able to just kill all of you with nothing you can do about it, the DM going "well you could have blocked it with these items but you needed to have rolled 18, and you got 17. Oh well, too bad."
You'll be hard-pressed to find this fun.
This is why this cannot be a cantrip. Cantrips are available immediately and should be very limited in power.
So when making a spell you need to factor - at what level characters should be before they can learn this spell, what you want it to do, precisely, and what themes you want it to be. The level of the spell should also factor what it does. The more powerful or varied or complicated the effects, the higher the level of the spell.
--
You have described wanting the spell to primarily do one thing: kill the character, slowly over time.
Typically spells will be around 1 minute, but you can go up to 10 minutes. Just know that spells like this will eventually end because the target will resist. So, you could make a lower spell that you can cast multiple times.
Are there examples with damage per turn - no further resisting? Yes, there's Witch Bolt. This is a spell attack - on success they target takes 1d12 damage and on each turn thereafter you can use your action to maintain the spell causing another 1d12 damage - spell ends if you are more than 30 ft from target, or fail to use your action to maintain the spell. The secondary "maintained" damage cannot be avoided and this is why the damage is low and so many ways to end the spell.
Simply changing Witch Bolt to Slashing damage seems reasonable. If the damage is maintained for full duration it is 10d12 damage, which is an average of 65 health. Most enemies when you're level one have about 30 hp, so this will work to kill - and you'll be able to cast it more than once.
--
If you want more damage or make it harder to resist this will up the spell level.
To repeat an example I gave earlier: If you want a spell that will kill the target, almost guaranteed and cannot be resisted or saved against then you'll want a spell comparative to Power Word Kill. This spell instant-kills any creature with 100 hp or less. If you "drag out" the effect over the course of 1 minute, this is 10 damage per turn (1 minute = 10 turns). Of course, you could make it so they cannot heal during this time and the effect follows them no matter where they go. I gave these spell as an example earlier.
This will mean: if the character was 100 hp or less, you get to slowly execute them and there's no save or rolls - it just works. The effect follows - teleport to another plane? The paper just materialises around them. Run away? The paper follows at equal pace. There is no escape, they cannot heal and in one minute they'll die - shredded to bits by the magical paper.
The only escape from such a spell: you losing concentration, 9th level Dispel Magic or 8th Level Antimagic Field -- none of which are easy or common. If you are a Conjuration wizard, you cannot lose Concentration by taking damage, meaning it will take a lot more to make you lose concentration.
Being 9th level is something you can only cast once per day and this does fit the "last resort" idea you wanted too.
By all accounts it precisely matches all your requirements.
But for some reason you did not like it. So, there's some miscommunication here. Is it the high level? Lowering the level means introducing saving throws or attack rolls, and adjusting damage.
Have you considered just an AoE spell? You could just have a 5th level AoE - say 30 ft radius sphere, only affects creatures you choose, makes area difficult terrain, creatures who enter the area on a turn or start their turn there receive 5d12 slashing damage and you can increase damage through upcasting - 1d12 per extra level. Why not that? You could then find creative ways to keep the enemy within the area with Wall spells or Forcecage, and you could even use push/pull spells and features to move an enemy out then back into the area to proc the damage each time. Successful Dex saves let them half damage. 1 minute area of this is useful. Or forgo upcasting and make it 10 minutes, like a Sickening Radiance spell.
These examples fully fit your theme and everything you have told us you want out of the spell. If these are not agreeable to you, can you just indicate why?
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That's not how cantrips work. You cannot upcast them and they should not be complicated - they're cantrips, the easiest of spells, the most commonplace of spells.
No cantrip should ever do more than 4d12, and that's a single save type - nothing happens on success, while attacks which have a higher rate of successfully damaging a target are no more than 4d10, often without any real lasting effect, or lower dies with additional minor effects like ray of frost.
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I switched the spells initial level to 1st. how is his version?
Naw it's like you're not listening to anyone
This last edit is because I have been listening to what everyone has said and I have both balanced the spell within its self as well with an item. as well as keeping true to its original concept. Moved it down to an inconvenience at start and left the end at the nuke. I gave it multiple ways of either being blocked or evaded as well as a way to escape. If i were to use anymore of what has been said the spell would be as worthless as sour cream on a sidewalk. as it is it moves from a buzzing fly to the nuke it was intended to be. what I am trying to do is make a better transition between the two. all i seem to be getting is being told to take a granite wall and turn it into cottage cheese. without destroying the point of the spell how do you balance this better?
First of all, look at power word kill. That's a 9th level spell, Yours is stronger at 9th level. It's over complicated. Imagine the session where it's being used. No one else on the table is going to want to deal with how complicated it is.
There are effects you have in there that are "cool concepts" but have no meaning within the mechanics of D&D5e rules (refreshes its self on their magicbl pool? They are distracted? Those have no meaning in D&D5e
You're trying to put to much in there. Look at how simple o made it in my post. It actually does more damage, but is less op!
Power word kill cant kill anything with more than 100HP, Storm of Vengeance and psychic scream have less potent control effects. You didnt fix concentration, or the save mechanics.
Your methods of avoiding the spell are either situational or in many situations impossible
There's a few things here, but mainly this looks like you're making a spell for some other system. That, or you don't really play D&D 5e.
First, for formatting sake, take a look at the spells on this site. Generally, the scalable spells state the base level in the description, then add the scalable part at the end (Bestow Curse). Next, they generally explain what happens on a failed save, then what happens if they succeed (Fireball).
You mention miscast twice, but spells in D&D 5e don't have a chance of failure, so I don't know what this means.
Since it's a spell "Magic Damage" is assumed, so I think you mean Force Damage. Very few things have Force resistance/immunity anyway. That aside, ignoring all resistance/immunity seems very strong for a low level spell.
For simplicity, the die type usually doesn't change. That way you don't have to look up the spell every time you cast it.
I don't have a problem with the 9th level version of the spell. Power Word Kill has no save and merks the target in they have 100 HP remaining, or fewer. This is a "death over time" spell, but the end result is the same, so whatever. However, since the 9th level version is different than the rest, I would suggest a separate spell (TRUE Death by 1000 Cuts, or whatever). The original spell caster finally perfected the spell he/she developed so long ago, or something.
I would STILL make it a Concentration spell.
"the self sacrifice has to roll 1-d20 and get an 18, 19, or 20 to be successful in either swap." I would just make this a DC 18 Dexterity Check.
"The effects magic refreshes itself off the magic pool of the target then off their hp." I have no idea what this means.
Gnome Armorist - Artificer Subclass Homebrew
This^ except the comparison I made to power word kill was the 100hp limit didn't exist for this one, and since (like he stated) either way, the target's dead, than means this spell... all by its self... would one shot a terasque (the strongest creature in the game, thatx supposed to be hard for a TEAM of level 20 adventurers)
Although the terasque has it's own issues
The problem is your spell is overpowered, so we're trying to bring it in line with other spells.
It makes anyone who doesn't take this spell an idiot for doing so, as well as anyone not making a spell caster.
You cast this spell on (someone important), go have a bagel, and come back when they're dead. I've already planned my escape down a 1 person corridor so if people chase me, I cast the spell again on the point man so he blocks everyone behind him and I run away... because the spell lasts until they die. And then what, you expect me to believe every guard is going to be willing to sacrifice themselves and push the target in front of them so they can chase me again? Even if that didn't break my suspension of disbelief, that only has a 15% chance of succeeding. So what then? You want to tell me No-Name-Guard #1, who doesn't have two copper to rub together has the one magical thing needed to counter this? Is it so cheap they sell it at the "1 copper or less" store?
When creating something, the two things to look out for are, "Does this create a power vacuum?" and "What am I making obsolete by creating this?"
Gnome Armorist - Artificer Subclass Homebrew
Save_Versus I have only played a few times in any version of this game. The miscast is due to the dm's telling the castor roll for x stat to see uf successful then to the victim if a pc roll x stat to see if u blocked. As far as the 15% success on sacrifice is because i expect both npc's and pc's to have an enlightened sense of self interest and say f*@k this and run away. I can see a high priest to save their god or a devoted servant/slave who loves their master to try it. The part about refreshing the spell comes from it costs x magic to cast initially but as an added bite it constantly pays that casting price but from the victim instead. If that is not needed then that is something that can be dropped. The original version of the spell had it as an evocation which makes it call on the 1 god who granted it which would limit the magic users who know and work with or follow that god. That limited the number of people who could use the spell. I am trying to work this into something usable. If this were something to happen irl it would take so much energy that the castor would sleep from 2 days to a week right after casting.
Would this help balance things?
[After the spell is cast at level 7 or above the castor is worn out and collapses to the ground immediately after casting and remains unconscious for 7 days.]
At this point I'd just say ask your DM and figure it out with him, because there's to much to parse through in a conversation like this.
For example, to cast a spell, you expend a spell slot. That's your only "resource" unless there's a material component with a gold cost. That's just the tip of the iceberg though.
If you've got an idea, I'd say run it through the DM and just accept whatever he says, because nothing we say will matter at that point. Maybe he can explain the issues better too.
Might I suggest creating a Cleric Subclass then?
Spells don't generally have drawbacks, but Class Features sometimes do.
You can make it their 2nd level Channel Divinity feature, which is in line with your god-granted description, and limits the number of people who can use this ability.
As a drawback, you can grant the user levels of Exhaustion. Exhaustion SUCKS. Unless you homebrew something, there's nothing to remove exhaustion except rest (I think there's one, maybe two things in the base books). This mimics not only the power drain on the caster, it also supports your "last resort" description (everyone hates exhaustion).
Gnome Armorist - Artificer Subclass Homebrew
Kenjutsushi It has become incredibly clear you have not read the Basic Rules, Player's Handbook or DMG and I doubt your DM has either.
Spells come in three varieties mechanically: attack spells, save spells and 'other'. Characters with spellcasting will have an ability score that is their "spellcasting ability" this will most commonly be Intelligence, Wisdom or Charisma depending on the class. When making a spell it doesn't matter so much which type the castor is going to use.
To make a spell attack you roll 1d20 and add your proficiency bonus and your 'spellcasting ability modifier'. If your spellcasting ability was Intelligence, for example and your Intelligence modifier was +3 and your proficiency bonus was +2 then you would roll: 1d20 + 2 + 3. This roll, like any attack, is compared to the targets Armor Class. This determines if the spell hits them or not.
For a save type you typically do not roll anything. Instead the target rolls to try and resist the effect - this means they roll a "Saving Throw" - which one depends on the spell. It will be a roll of 1d20 + proficiency if they are proficient in the saving throw + the relevant ability modifier. For example the Telekinesis spell has creatures make Strength Saving Throws to "break free" or use their muscles to get out of the forces of the spell. Dexterity Saving Throws are to try to physically avoid the spell, etc. This roll is compared your Spell Save DC - this how difficult your spells are to resist - this is determined as 8 + your proficiency bonus + your spellcasting ability modifier. So if your mod was +3 and prof was +2 your Spell Save DC is 13. Typically spells that are resisted have reduced or no effect depending on the spell - cantrips typically have no effect if resisted and many spells of 1st or higher usually offer "half damage" and no additional effects - but it varies by spell. Spells with powerful effects or especially high damage may opt for no damage or effect on success.
Some spells fall into other: these are ones that are either more complicated or don't have saves/damage because they only affect you or willing creatures or target creatures by their current Hit Points instead.
Spells fall into a variety of schools based on their main effect. Conjuration summons or creates creates and/or objects. Since your spells summons/creates paper it is a Conjuration spell. Your spell isn't Evocation - this is for spells that create or manipulate raw energy - like blasting fire, healing, or such as. None of these schools have anything to do with "gods" or anything like that. The school definitions are descriptive of spell effect and in the lore of D&D they were determined by Wizards with their need to categorise things.
I'll probably come back to explain more later, I'm out of time, but something to think about for now.
Click ✨ HERE ✨ For My Youtube Videos featuring Guides, Tips & Tricks for using D&D Beyond.
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When you're making your spell you must consider it being used on your character. Let's say your 1st Level party are on the trail of an evil wizard and you searched the wizard's room reasonably thoroughly with your Investigation 17 roll. You find and face the wizard.
Suddenly the wizard has cast this on your character. Then, because you put it as a cantrip, spends the next turns putting it on all of your characters. The wizard escapes and you're now all left to slowly and miserably die unable to do anything at all about it. Your party is dead. Roll new characters.
If asked on the sheer overpoweredness of this Wizard being able to just kill all of you with nothing you can do about it, the DM going "well you could have blocked it with these items but you needed to have rolled 18, and you got 17. Oh well, too bad."
You'll be hard-pressed to find this fun.
This is why this cannot be a cantrip. Cantrips are available immediately and should be very limited in power.
So when making a spell you need to factor - at what level characters should be before they can learn this spell, what you want it to do, precisely, and what themes you want it to be. The level of the spell should also factor what it does. The more powerful or varied or complicated the effects, the higher the level of the spell.
--
You have described wanting the spell to primarily do one thing: kill the character, slowly over time.
Typically spells will be around 1 minute, but you can go up to 10 minutes. Just know that spells like this will eventually end because the target will resist. So, you could make a lower spell that you can cast multiple times.
Are there examples with damage per turn - no further resisting? Yes, there's Witch Bolt. This is a spell attack - on success they target takes 1d12 damage and on each turn thereafter you can use your action to maintain the spell causing another 1d12 damage - spell ends if you are more than 30 ft from target, or fail to use your action to maintain the spell. The secondary "maintained" damage cannot be avoided and this is why the damage is low and so many ways to end the spell.
Simply changing Witch Bolt to Slashing damage seems reasonable. If the damage is maintained for full duration it is 10d12 damage, which is an average of 65 health. Most enemies when you're level one have about 30 hp, so this will work to kill - and you'll be able to cast it more than once.
--
If you want more damage or make it harder to resist this will up the spell level.
To repeat an example I gave earlier: If you want a spell that will kill the target, almost guaranteed and cannot be resisted or saved against then you'll want a spell comparative to Power Word Kill. This spell instant-kills any creature with 100 hp or less. If you "drag out" the effect over the course of 1 minute, this is 10 damage per turn (1 minute = 10 turns). Of course, you could make it so they cannot heal during this time and the effect follows them no matter where they go. I gave these spell as an example earlier.
This will mean: if the character was 100 hp or less, you get to slowly execute them and there's no save or rolls - it just works. The effect follows - teleport to another plane? The paper just materialises around them. Run away? The paper follows at equal pace. There is no escape, they cannot heal and in one minute they'll die - shredded to bits by the magical paper.
The only escape from such a spell: you losing concentration, 9th level Dispel Magic or 8th Level Antimagic Field -- none of which are easy or common. If you are a Conjuration wizard, you cannot lose Concentration by taking damage, meaning it will take a lot more to make you lose concentration.
Being 9th level is something you can only cast once per day and this does fit the "last resort" idea you wanted too.
By all accounts it precisely matches all your requirements.
But for some reason you did not like it. So, there's some miscommunication here. Is it the high level? Lowering the level means introducing saving throws or attack rolls, and adjusting damage.
Have you considered just an AoE spell? You could just have a 5th level AoE - say 30 ft radius sphere, only affects creatures you choose, makes area difficult terrain, creatures who enter the area on a turn or start their turn there receive 5d12 slashing damage and you can increase damage through upcasting - 1d12 per extra level. Why not that? You could then find creative ways to keep the enemy within the area with Wall spells or Forcecage, and you could even use push/pull spells and features to move an enemy out then back into the area to proc the damage each time. Successful Dex saves let them half damage. 1 minute area of this is useful. Or forgo upcasting and make it 10 minutes, like a Sickening Radiance spell.
These examples fully fit your theme and everything you have told us you want out of the spell. If these are not agreeable to you, can you just indicate why?
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