I do agree I don't like the idea of a cantrip having an attack and a save but the push feels like it needs a save so id rather bite the bullet and go full save the the whole thing. What about if I just made it a STR or DEX save for the whole spell, made the range 60 foot and the damage a d10 force retaining the 5 foot push? Would that be balanced?
In that case gust is your point of reference. Gust is a pathetically weak cantrip that deals no damage. However, a d10, 60 ft range, AND 5ft. push are probably a bit much. If you cut the range in half, then make the damage a d6 or d8, that might work. Moving from a ranged attack to a Dex or Str save is a lateral move balance-wise.
Yeah, apparently others would agree since the homebrew section has similar spells, just not “gravaturgical” since they were published before that book came out. So 1d6 or 1d8 and a 5-foot push should fit the balance. And since it’ll be a Gravaturgy spell, only two Wiz Subclasses will have access to it (unless you houseruled otherwise) I think the 1d8 would be fine.
(I wrote one non-grav spell like that too, but I made it a Str Save, so a little more powerful than Dex since fewer classes care about Str. I know this game isn’t pvp, but I make “Named NPCs” using the PC generator so it follows the same logic. To rebalance it I went with 1d4 and a 10-foot push.)
This leads to some good ideas. If you bump the damage die down to d6, it may work to increase the push distance as a scaling factor at higher levels. That's plenty to play around with, though.
What about if I drop the damage to 6d force, 60 foot range and have to target upto 2 adjacent creatures that are within 5 foot of each other?
Why not? I made a similar spell that can hit target even further apart than that using an official spell as a reference point. I published both of the spells that I mentioned in this thread. If you’re interested you can follow the link in my sigline blow to see my homebrews spells. The ones I mentioned in this thread have names that start with the word “Telekinetic.” I don’t know if they will be of any help to you, but they’re there nonetheless.
This leads to some good ideas. If you bump the damage die down to d6, it may work to increase the push distance as a scaling factor at higher levels. That's plenty to play around with, though.
What about if I drop the damage to 6d force, 60 foot range and have to target upto 2 adjacent creatures that are within 5 foot of each other?
Why not? I made a similar spell that can hit target even further apart than that using an official spell as a reference point. I published both of the spells that I mentioned in this thread. If you’re interested you can follow the link in my sigline blow to see my homebrews spells. The ones I mentioned in this thread have names that start with the word “Telekinetic.” I don’t know if they will be of any help to you, but they’re there nonetheless.
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Kinda resurrecting the dead here but how about this, 1d4+2 force damage with 5 foot push?