You really have two spells here. The first is an spell I don't understand, the second is a spell that feels like super True Seeing (I am referring to the ritual part). Seperate the two, naming the second one Extreme Perception. Now, explain how the first half works. Does it impose disadvantage, or does do something like Portent?
"The relevant equation is: Knowledge = power = energy = matter = mass; a good bookshop is just a genteel Black Hole that knows how to read." - Terry Pratchett
"The relevant equation is: Knowledge = power = energy = matter = mass; a good bookshop is just a genteel Black Hole that knows how to read." - Terry Pratchett
Let's begin with the basics. You have one reaction per round. The action as a reaction is fine, but it feels like you're not quite there. I would propose that any action could be used the same way except for the Attack, [Tooltip Not Found], and movement. For Attack and Cast a Spell, consider allowing them to deal damage or make the attacker have disadvantage on attack role for their turn. Movement would impose disadvantage against the original attacker. It's a bit more straight forward and simplistic.
"The relevant equation is: Knowledge = power = energy = matter = mass; a good bookshop is just a genteel Black Hole that knows how to read." - Terry Pratchett
I can cast stone-skin as a reaction to boost a chars AC before the dude swings his sword. I can cast gust of wind to try to push an ally out of the fireball's range(can I save my own ass too? y/n?) I can stab at someone to try to end hold person. I can run in and grapple someone.
IMO, this seems like a great spell for a bard to steal via magical secrets, since it would really synergize with inspiration and the rest of their kit. Someone's about to hurl a fireball, "hey guys, he's gonna use fireball, take a d8!) I guess, if you have an extra wizard who wants to play ultra defensively, this would be good? I might make the spell even more powerful and say that the spell should GIVE YOU THE POWER to change the future. Either A) the ability to countermand the DM and say "no, he doesn't cast fireball, the spell fizzles and he loses that spell slot" like a beefed up sanctuary spell or B) you can cast one of these spells for free to attempt to change the future: Stoneskin, gust of wind, mirror image, etc. so that they don't have to burn 2 spell slots + give up their next action + take a level of exhaustion... That is a huge price-tag, just to cast spells in reaction to things. If the spell effectively gave you addl spell slots, exhaustion would be warranted. otherwise, imo, it is not.
You really have two spells here. The first is an spell I don't understand, the second is a spell that feels like super True Seeing (I am referring to the ritual part). Seperate the two, naming the second one Extreme Perception. Now, explain how the first half works. Does it impose disadvantage, or does do something like Portent?
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Astromancer's Homebrew Assembly
"The relevant equation is: Knowledge = power = energy = matter = mass; a good bookshop is just a genteel Black Hole that knows how to read." - Terry Pratchett
Mechanically does this allow the caster to take an action as a reaction, therefore automatically succeeding a saving throw or avoiding an attack?
Tooltips | Snippet Code | How to Homebrew on D&D Beyond | Subclass Guide | Feature Roadmap
Astromancer's Homebrew Assembly
"The relevant equation is: Knowledge = power = energy = matter = mass; a good bookshop is just a genteel Black Hole that knows how to read." - Terry Pratchett
Let's begin with the basics. You have one reaction per round. The action as a reaction is fine, but it feels like you're not quite there. I would propose that any action could be used the same way except for the Attack, [Tooltip Not Found], and movement. For Attack and Cast a Spell, consider allowing them to deal damage or make the attacker have disadvantage on attack role for their turn. Movement would impose disadvantage against the original attacker. It's a bit more straight forward and simplistic.
Tooltips | Snippet Code | How to Homebrew on D&D Beyond | Subclass Guide | Feature Roadmap
Astromancer's Homebrew Assembly
"The relevant equation is: Knowledge = power = energy = matter = mass; a good bookshop is just a genteel Black Hole that knows how to read." - Terry Pratchett
So, mechanically:
Cast this 7th level spell.
Effect:
I can cast stone-skin as a reaction to boost a chars AC before the dude swings his sword. I can cast gust of wind to try to push an ally out of the fireball's range(can I save my own ass too? y/n?) I can stab at someone to try to end hold person. I can run in and grapple someone.
IMO, this seems like a great spell for a bard to steal via magical secrets, since it would really synergize with inspiration and the rest of their kit. Someone's about to hurl a fireball, "hey guys, he's gonna use fireball, take a d8!) I guess, if you have an extra wizard who wants to play ultra defensively, this would be good? I might make the spell even more powerful and say that the spell should GIVE YOU THE POWER to change the future. Either A) the ability to countermand the DM and say "no, he doesn't cast fireball, the spell fizzles and he loses that spell slot" like a beefed up sanctuary spell or B) you can cast one of these spells for free to attempt to change the future: Stoneskin, gust of wind, mirror image, etc. so that they don't have to burn 2 spell slots + give up their next action + take a level of exhaustion... That is a huge price-tag, just to cast spells in reaction to things. If the spell effectively gave you addl spell slots, exhaustion would be warranted. otherwise, imo, it is not.
Or am I missing something huge?