Hi, I'm working with my dm to create some signature spells but I figured more input on making sure the first spell it's balanced couldn't hurt. I could ask the other players at our table but I want to keep the surprise of a custom spell for them revealed during the session.
I think it is too powerful. Either the secondary effect or the damage need to be toned down.
Comparing it to burning hand, the tainted bolts...
Do more damage (at least on lower caster levels)
Have a smaller cone, but on higher caster levels potentially a bigger
Have a secondary effect which is always useful and very powerful, compared the ignitition of flammable objects
Additionally, the "undead and contsructs are unaffected" trait seems a bit random, since some creatures have resistance or immunity to necrotic damage anyway.
Suggestions:
Remove "undead and contsructs are unaffected"
Reduce damage to 3d4
Increase cone to 15ft
Change "... disadvantage to next roll" to "...disadvanatge to next attack roll or save"
This would make it a low damage, but powerful mass debuff spell
I think it is too powerful. Either the secondary effect or the damage need to be toned down.
Comparing it to burning hand, the tainted bolts...
Do more damage (at least on lower caster levels)
Have a smaller cone, but on higher caster levels potentially a bigger
Have a secondary effect which is always useful and very powerful, compared the ignitition of flammable objects
Additionally, the "undead and contsructs are unaffected" trait seems a bit random, since some creatures have resistance or immunity to necrotic damage anyway.
Suggestions:
Remove "undead and contsructs are unaffected"
Reduce damage to 3d4
Increase cone to 15ft
Change "... disadvantage to next roll" to "...disadvanatge to next attack roll or save"
This would make it a low damage, but powerful mass debuff spell
First to address the constructs and undead part I took the inspiration for that from Blight and Abi-Dalzim’s Horrid Wilting which also say that. I imagined the disadvantage being cause by having life force sucked away but undead and constructs don't have life.
Second does changing disadvantage as you describe really have that much of an effect? The only rolls I can think of that your change would make uneffected are skills and those don't come up anywhere near as often in combat.
Third what about 4d4 and keeping the cone starting at 10ft since it grows as you cast at higher levels.
Thank you for the feedback it really helps to have someone to discuss with.
4d4 and 10 ft cone could also work, then the damage is slightly lower than Burning Hands, with less damage progression at higher levels. My suggestion was more emphazising the debuff part of the spell.
I try to visualize if the spell could be unbalanced when cast with a high caster level and a really huge cone; although this is rather situational, and the debuff is only of short duration. If there are other spells with cone-by-caster-level progression (Burning Hands does not have it), it should be okay.
Same for the undead and contruct thing... if other necrotic spells do it, it should be fine and fitting. Just read odd to me, like a leftover from previous editions. But I did not analyze all the spells in detail (yet).
Hi, I'm working with my dm to create some signature spells but I figured more input on making sure the first spell it's balanced couldn't hurt. I could ask the other players at our table but I want to keep the surprise of a custom spell for them revealed during the session.
https://www.dndbeyond.com/spells/623409-corvuss-tainted-bolts
We think we made it unique enough and balanced but any feedback is appreciated.
Hello,
I think it is too powerful. Either the secondary effect or the damage need to be toned down.
Comparing it to burning hand, the tainted bolts...
Additionally, the "undead and contsructs are unaffected" trait seems a bit random, since some creatures have resistance or immunity to necrotic damage anyway.
Suggestions:
This would make it a low damage, but powerful mass debuff spell
First to address the constructs and undead part I took the inspiration for that from Blight and Abi-Dalzim’s Horrid Wilting which also say that. I imagined the disadvantage being cause by having life force sucked away but undead and constructs don't have life.
Second does changing disadvantage as you describe really have that much of an effect? The only rolls I can think of that your change would make uneffected are skills and those don't come up anywhere near as often in combat.
Third what about 4d4 and keeping the cone starting at 10ft since it grows as you cast at higher levels.
Thank you for the feedback it really helps to have someone to discuss with.
Hello,
4d4 and 10 ft cone could also work, then the damage is slightly lower than Burning Hands, with less damage progression at higher levels. My suggestion was more emphazising the debuff part of the spell.
I try to visualize if the spell could be unbalanced when cast with a high caster level and a really huge cone; although this is rather situational, and the debuff is only of short duration. If there are other spells with cone-by-caster-level progression (Burning Hands does not have it), it should be okay.
Same for the undead and contruct thing... if other necrotic spells do it, it should be fine and fitting. Just read odd to me, like a leftover from previous editions. But I did not analyze all the spells in detail (yet).
Updated it to 4d4 damage
https://www.dndbeyond.com/spells/623798-corvuss-tainted-bolts