Hello all! I'm TuxedoNeko, you might have seen me around, you might not have. Recently, I created a few homebrew spells for my homebrew world, and had a lot of fun making them. So, I've decided to try my hand at making more. Only thing is, I need feedback! So, tell me what you think about my homebrew. Or don't. You don't have to. This is my homebrew thread, for all homebrew things I've made and will make in the future. Right now it, doesn't have much content, but hopefully that will change!
Spells
Chaos Ball, a 3rd level spell, for when you think fireball doesn't cause enough chaos.
Chaos Blade, a 2nd level spell, weapon of pure chaos
Grasp of Chaos, a 3rd level spell, wreak havoc in your opponent's minds!
Here's some of the reasoning behind why it's 2nd level. While it is larger in size, than Galder's Tower, it isn't very well furnished, and doesn't automatically keep everything hot and dry. Also, instead of a 24 hour duration, Spontaneous Lodging only gets 12 hours.
Thank you for coming! I am in the process of making more homebrew, which I will add to this thread. This post will get a lot of edits.
Is my homebrew balanced? Do you like my homebrew? Do you have any suggestions for homebrew I should make in the future?
Random question, but why do all of these HB spells have a primary damage (i.e 5d6) but then a added on secondary damage of a different die (i.e 1d8), is there a reason for this or just for fun chaos?
Random question, but why do all of these HB spells have a primary damage (i.e 5d6) but then a added on secondary damage of a different die (i.e 1d8), is there a reason for this or just for fun chaos?
I'm basing them off of Chaos Bolt which has primary and secondary damage. I suppose it also leads to more chaos.
Oh. Right, forgot about that. I can be a little harsh on my criticism, so sorry in advance, but I really do enjoy the idea of these spells and think they are pretty great.
Chaos Ball, effect number 3 states that "Plants in the ground take 1d4 fire damage at the start of their turn" but doesn't say for how long. I actually kind of like Chaos Ball a lot.
Grasp of Chaos is... well most of it's good effects are just level 1 spells. I think you made a typo when picking the spell's level, this shouldn't be third level spell. As I said I'm not a homebrewer and don't know too much about the process of checking how powerful spells are.
1. 0.5 avg damage better than Magic Missile which uses the even more difficult save of none. (2d10 avg 11, 3d4 + 3 avg 10.5).
2. Blindness/Deafness, better than the other options though, worse second level spell. Although Color Spray still exists, and 6d10 is quite a bit for a single person...
3. worse Silence or the above spell. Granted Silence is still a 2nd level spell.
4 at least it doesn't have a save- and you are in melee range cause Touch. Still not what I would expect from a 3rd level slot considering all it takes is half ft to get up and most casters won't benefit from the prone condition.
9. Thunderwave. Thunderwave might have 2 less damage on average but has a bigger radius, half damage on a failed saved, and knocks people away from you (you're a caster after all).
I'm okay with 5 and 8.
10, okay yeah I get that this spell is probably toned down intentionally simply because 10 is here and you can get double of a effect. However I still say that a 10% of two level 1 spells does not make a third level spell worth using.
I can see this being a okay 2nd level spell, but 3rd level when you get spells like Hypnotic Pattern and Fireball? Not too sure it matches up.
I appreciate the effect of going though and picking out all the conditions and stuff though, it seems like a very fun spell with a lot of random conditions you can apply onto people, I do just think you made a typo making it third level. Do correct me if I'm wrong about any of this.
Chaos Blade is cool, the idea of it switching elements every time you attack with it is enough to make me want to use it on a Eldritch Knight and attack with a multicolored barrage.
Chaos Dart is nice. Pretty high average damage at level 1 to 4 (d6 + d4 is a avg of 6, between a d10 (5.5) and d12 (6.5)), but does fall off a bit later on since it only adds a d6 and doesn't have a secondary effect other than being cool. Although... now that I think about it being cool is a pretty good secondary effect.
Oh. Right, forgot about that. I can be a little harsh on my criticism, so sorry in advance, but I really do enjoy the idea of these spells and think they are pretty great.
Thank you for criticizing me! :)
Chaos Ball, effect number 3 states that "Plants in the ground take 1d4 fire damage at the start of their turn" but doesn't say for how long. I actually kind of like Chaos Ball a lot.
Thanks! It doesn't say for how long, because it is indefinite. You just turned the ground in that area to sand. Regular plants that are not acclimated to sand, will not be able to live. The reason I had that was too tie it in with some of the worlds lore. The Sors desert, a huge desert was made when a powerful chaos spell went awry,
Grasp of Chaos is... well most of it's good effects are just level 1 spells. I think you made a typo when picking the spell's level, this shouldn't be third level spell. As I said I'm not a homebrewer and don't know too much about the process of checking how powerful spells are.
I didn't make a typo. I actually didn't know what level spell it should be. I made a thread for it, and they said that it should be third level, albeit a weak third level spell.
1. 0.5 avg damage better than Magic Missile which uses the even more difficult save of none. (2d10 avg 11, 3d4 + 3 avg 10.5).
2. Blindness/Deafness, better than the other options though, worse second level spell. Although Color Spray still exists, and 6d10 is quite a bit for a single person...
3. worse Silence or the above spell. Granted Silence is still a 2nd level spell.
4 at least it doesn't have a save- and you are in melee range cause Touch. Still not what I would expect from a 3rd level slot considering all it takes is half ft to get up and most casters won't benefit from the prone condition.
9. Thunderwave. Thunderwave might have 2 less damage on average but has a bigger radius, half damage on a failed saved, and knocks people away from you (you're a caster after all).
I'm okay with 5 and 8.
10, okay yeah I get that this spell is probably toned down intentionally simply because 10 is here and you can get double of a effect. However I still say that a 10% of two level 1 spells does not make a third level spell worth using.
I can see this being a okay 2nd level spell, but 3rd level when you get spells like Hypnotic Pattern and Fireball? Not too sure it matches up.
I appreciate the effect of going though and picking out all the conditions and stuff though, it seems like a very fun spell with a lot of random conditions you can apply onto people, I do just think you made a typo making it third level. Do correct me if I'm wrong about any of this.
Hmm, thank you for your insight, I will probably change it then. That was very detailed, thank you.
Chaos Blade is cool, the idea of it switching elements every time you attack with it is enough to make me want to use it on a Eldritch Knight and attack with a multicolored barrage.
Yeah!
Chaos Dart is nice. Pretty high average damage at level 1 to 4 (d6 + d4 is a avg of 6, between a d10 (5.5) and d12 (6.5)), but does fall off a bit later on since it only adds a d6 and doesn't have a secondary effect other than being cool. Although... now that I think about it being cool is a pretty good secondary effect.
Yeah! Thanks.
Edit: minor corrections
Well, thank you so much for your analysis! The things about grasp of chaos are very helpful.
Grasp of Chaos is... well most of it's good effects are just level 1 spells. I think you made a typo when picking the spell's level, this shouldn't be third level spell. As I said I'm not a homebrewer and don't know too much about the process of checking how powerful spells are.
I didn't make a typo. I actually didn't know what level spell it should be. I made a thread for it, and they said that it should be third level, albeit a weak third level spell
That's interesting- I apparently missed that thread. I do now want to know why exactly the people there thought it would be 3rd level (they didn't seem to give much reasoning), since as I said I'm not the best and more opinions are better.
Edit: Makes me want to go and necro that thread- but idk if I would get any response or if it would be worth it.
Also, as I said a bit earlier on, Chaos Dart is a little weak for a cantrip since it lacks any sort of utility, however not a whole lot of people care about being always effective. Those who do care about optimization won't particularly like this cantrip, but those who don't might like the chaos. Personally I'm fine with it, just warning you in advance some people won't be.
I'm pretty sure I already reviewed Chaos Ball and Grasp of Chaos, so this time I'll do Chaos Blade and Chaos Dart.
Okay, so Chaos Dart is pretty good, it's a lot like produce flame, except that it doesn't last as long. However, Chaos Dart does an average of 6 damage, while Produce Flame does 4.5. Still, that difference is pretty small. You also have to consider that Produce Flame has a longer range (30 feet versus 20 feet for Chaos Dart). While this cantrip seems fun and relatively balanced, I would add an option to have it explode in an AoE around you, which would make it slightly more useful and more chaotic.
Alright, Chaos Blade looks pretty fun. It does 0.5 more damage on average than shadow blade (9.5 compared to Shadow Blade's 9), but Shadow Blade also allows you to throw it, which Chaos Blade doesn't. All in all, Chaos Blade seems pretty balanced.
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All stars fade. Some stars forever fall. ------------------------------------------------------------------------------------------------- Homebrew (Mostly Outdated):Magic Items,Monsters,Spells,Subclasses ------------------------------------------------------------------------------------------------- If there was no light, people wouldn't fear the dark.
Thauraein, i noticed you were in the original thread about Grasp of Chaos. I'm interested in why you stated that Grasp of Chaos should be a third level spell, considering most of its effects seem to be derived from first/second level spells (or at least are coincidentally almost identical to a lot of first level spells).
(snip of above criticism)
1. 0.5 avg damage better than Magic Missile which uses the even more difficult save of none. (2d10 avg 11, 3d4 + 3 avg 10.5).
2. Blindness/Deafness, better than the other options though, worse second level spell. Although Color Spray still exists, and 6d10 is quite a bit for a single person...
3. worse Silence or the above spell. Granted Silence is still a 2nd level spell.
4 at least it doesn't have a save- and you are in melee range cause Touch. Still not what I would expect from a 3rd level slot considering all it takes is half ft to get up and most casters won't benefit from the prone condition.
9. Thunderwave. Thunderwave might have 2 less damage on average but has a bigger radius, half damage on a failed saved, and knocks people away from you (you're a caster after all).
I also put a bit that 10 allowing you to cast two of the above options I don't think makes it worth such a higher level slot since it's 10% and most of the time casting what's basically 2 level 1 spells doesn't seem particularly effective (more so considering the chance of doubling up on a effect or getting a effect you don't want)? Could be wrong about that though.
It's fine if you don't want to answer, I'm just curious since I'm pretty sure I'm probably missing something or are undervaluing some of these options. Edit: Which if so, it would be nice to know so I don't make the same mistake in the future.
Thauraein, i noticed you were in the original thread about Grasp of Chaos. I'm interested in why you stated that Grasp of Chaos should be a third level spell, considering most of its effects seem to be derived from first/second level spells (or at least are coincidentally almost identical to a lot of first level spells).
(snip of above criticism)
1. 0.5 avg damage better than Magic Missile which uses the even more difficult save of none. (2d10 avg 11, 3d4 + 3 avg 10.5).
2. Blindness/Deafness, better than the other options though, worse second level spell. Although Color Spray still exists, and 6d10 is quite a bit for a single person...
3. worse Silence or the above spell. Granted Silence is still a 2nd level spell.
4 at least it doesn't have a save- and you are in melee range cause Touch. Still not what I would expect from a 3rd level slot considering all it takes is half ft to get up and most casters won't benefit from the prone condition.
9. Thunderwave. Thunderwave might have 2 less damage on average but has a bigger radius, half damage on a failed saved, and knocks people away from you (you're a caster after all).
I also put a bit that 10 allowing you to cast two of the above options I don't think makes it worth such a higher level slot since it's 10% and most of the time casting what's basically 2 level 1 spells doesn't seem particularly effective (more so considering the chance of doubling up on a effect or getting a effect you don't want)? Could be wrong about that though.
It's fine if you don't want to answer, I'm just curious since I'm pretty sure I'm probably missing something or undervaluing some of these options.
Edit: Fixed links and minor tweaks.
It's true that the effects are mostly 1st level, with a few 2nd level. However, the fact that you could get any of them should bump it up to 2nd level. But since there are 4 different types of saving throws to make, you can expose an opponent's weakness.
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All stars fade. Some stars forever fall. ------------------------------------------------------------------------------------------------- Homebrew (Mostly Outdated):Magic Items,Monsters,Spells,Subclasses ------------------------------------------------------------------------------------------------- If there was no light, people wouldn't fear the dark.
Thauraein, i noticed you were in the original thread about Grasp of Chaos. I'm interested in why you stated that Grasp of Chaos should be a third level spell, considering most of its effects seem to be derived from first/second level spells (or at least are coincidentally almost identical to a lot of first level spells).
(snip of above criticism)
1. 0.5 avg damage better than Magic Missile which uses the even more difficult save of none. (2d10 avg 11, 3d4 + 3 avg 10.5).
2. Blindness/Deafness, better than the other options though, worse second level spell. Although Color Spray still exists, and 6d10 is quite a bit for a single person...
3. worse Silence or the above spell. Granted Silence is still a 2nd level spell.
4 at least it doesn't have a save- and you are in melee range cause Touch. Still not what I would expect from a 3rd level slot considering all it takes is half ft to get up and most casters won't benefit from the prone condition.
9. Thunderwave. Thunderwave might have 2 less damage on average but has a bigger radius, half damage on a failed saved, and knocks people away from you (you're a caster after all).
I also put a bit that 10 allowing you to cast two of the above options I don't think makes it worth such a higher level slot since it's 10% and most of the time casting what's basically 2 level 1 spells doesn't seem particularly effective (more so considering the chance of doubling up on a effect or getting a effect you don't want)? Could be wrong about that though.
It's fine if you don't want to answer, I'm just curious since I'm pretty sure I'm probably missing something or are undervaluing some of these options. Edit: Which if so, it would be nice to know so I don't make the same mistake in the future.
All stars fade. Some stars forever fall. ------------------------------------------------------------------------------------------------- Homebrew (Mostly Outdated):Magic Items,Monsters,Spells,Subclasses ------------------------------------------------------------------------------------------------- If there was no light, people wouldn't fear the dark.
Edit: Oh yeah- I'm still working on the basis of it being a third level spell. I do think it would make an average second level spell though.
Also when I put #5 I meant #6 for ray of sickness, my bad. I'm fine with #5, a bit powerful but it's a instant effect unlike sickening radiance so unless you get it several times in a row- pretty good but not too overpowered.
Literally no matter what effect I get, even if it's perfect for the situation (given how niche some of these are and how rng it is, unlikely), it feels as though I wasted a spell slot since if I actually wanted that effect, I'd just use a first level spell slot and get it but better and without rng.
Being able to get any effect is supposed to be considered a downgrade to compromise on being able to get something good. When I pick wild magic, I don't look though the list and say it's overpowered because I can cast a high-leveled magic missile, or fly, or go invisible, all at level 1, since the rng means you can't rely on those effects happening. Most people actually consider wild magic kind of meh despite how overpowered it can be sometimes.
Having a lot of different saving has the same issue, you can't pick, and most of the different saving throws are also from said 1st level spells (which I should be casting instead). True you can't pick every first level spell, but you can pick the ones you want to actually use and then ignore the rest. (Yeah there's that intelligence saving throw, but as I stated up-casted Magic Missile has more damage and a even harder saving throw of none).
TDLR; I feel like if I were to use this in-game, I'd find it very lacking. Being able to get any of these effects I don't see as a upside when all of them are worse than just casting the spell I wanted, using a 1st level spell slot, and not having to rely on rng. True you can't always prepare all the first level spells, but I don't need too cause not all of the debuffs on Chaos Grasp I actually want to use.
The appeal Chaos Ball and Chaos Grasp to me is risking a effect you don't want (Chaos Ball cure wounds all your enemies, or summons a dagger that wants to kill you), in exchange for a effect that's very good (Chaos Ball will always do that 5d6 + 1d8, but there's several chances of getting a increase to that damage that makes it worth it as well as coolness factor).
Chaos Grasp doesn't meet that for me, it has negative side effects like buffing your enemy with invisibility, but the positive effects of like knocking a enemy prone and deafening them don't seem quite staggering enough to match both the rng of getting a negative side effect and spending a 3rd spell slot to do what a second level spell slot could in most cases do better.
The spells that don't have a tree of wild-magic like effects (Chaos Blade & Chaos Dart) don't follow the same appeal and cannot be judged in the same manner, but still earn the chaos title and are cool (and pretty balanced) in their own multicolored way.
Could be wrong though, am only one person. I do like arguing though, since now I understand why you consider this a third level spell, but I'm going to have to disagree somewhat respectfully (as respectfully as I can, still working on my argumentative forum skills.).
Edit: Oh yeah- I'm still working on the basis of it being a third level spell. I do think it would make an average second level spell though.
Also when I put #5 I meant #6 for ray of sickness, my bad. I'm fine with #5, a bit powerful but it's a instant effect unlike sickening radiance so unless you get it several times in a row- pretty good but not too overpowered.
Literally no matter what effect I get, even if it's perfect for the situation (given how niche some of these are and how rng it is, unlikely), it feels as though I wasted a spell slot since if I actually wanted that effect, I'd just use a first level spell slot and get it but better and without rng.
Being able to get any effect is supposed to be considered a downgrade to compromise on being able to get something good. When I pick wild magic, I don't look though the list and say it's overpowered because I can cast a high-leveled magic missile, or fly, or go invisible, all at level 1, since the rng means you can't rely on those effects happening. Most people actually consider wild magic kind of meh despite how overpowered it can be sometimes.
Having a lot of different saving has the same issue, you can't pick, and most of the different saving throws are also from said 1st level spells (which I should be casting instead). True you can't pick every first level spell, but you can pick the ones you want to actually use and then ignore the rest. (Yeah there's that intelligence saving throw, but as I stated up-casted Magic Missile has more damage and a even harder saving throw of none).
Yeah, true. Maybe I will add base damage too.
TDLR; I feel like if I were to use this in-game, I'd find it very lacking. Being able to get any of these effects I don't see as a upside when all of them are worse than just casting the spell I wanted, using a 1st level spell slot, and not having to rely on rng. True you can't always prepare all the first level spells, but I don't need too cause not all of the debuffs on Chaos Grasp I actually want to use.
True.
The appeal Chaos Ball and Chaos Grasp to me is risking a effect you don't want (Chaos Ball cure wounds all your enemies, or summons a dagger that wants to kill you), in exchange for a effect that's very good (Chaos Ball will always do that 5d6 + 1d8, but there's several chances of getting a increase to that damage that makes it worth it as well as coolness factor).
Yes. That is an important part of it. I guess I just didn't do it as well for Grasp of Chaos.
Chaos Grasp doesn't meet that for me, it has negative side effects like buffing your enemy with invisibility, but the positive effects of like knocking a enemy prone and deafening them don't seem quite staggering enough to match both the rng of getting a negative side effect and spending a 3rd spell slot to do what a second level spell slot could in most cases do better.
Yeah, the prone effect isn't very good.
The spells that don't have a tree of wild-magic like effects (Chaos Blade & Chaos Dart) don't follow the same appeal and cannot be judged in the same manner, but still earn the chaos title and are cool (and pretty balanced) in their own multicolored way.
Yeah. The reason the others don't have their own tables, is because,
1. Chaos Blade would be annoying if you had to roll on a table every time you attacked.
2. Chaos Dart is a cantrip, and too weak for a special table.
Could be wrong though, am only one person. I do like arguing though, since now I understand why you consider this a third level spell, but I'm going to have to disagree somewhat respectfully (as respectfully as I can, still working on my argumentative forum skills.).
Well, thank you for your analysis. I'm probably going to change the spell to 2nd level, and strengthen some of the effects. (effect 4 mainly.)
Hello everyone! I haven't posted in a while, sorry. I revamped Grasp of Chaos! Here is the Link. Tell me what you think!
Also, I was thinking of homebrewing some spells based on building structures, like the Mighty Fortress and subclasses also based around building structures. Would any of you be interested in that?
I have no clue exactly how balanced Grasp of Chaos is, cause chaos is sadly very hard to judge the balance of as we have seen. So I'll just say it's good, will probably require playtesting. Same with a lot of HB stuff I guess, but yeah.
At Higher Levels. When you cast this spell using certain higher-level spell slots, additional damage is dealt, and multiple effects happen: It deals an extra 1d10 damage and an additional effect occurs based on the number rolled on the d10 at 4th level. It deals 2d10 extra damage, and two additional effects occur based on the number rolled on each d10 at 6th. It deals an additional 3d10 damage, and 3 additional effects occur based on the number rolled on each d10 at 8th. It deals an extra 4d10 damage, and 4 additional effects occur based on the rolled on each D10 at 9th level.
Additionally, when cast at 6th and up, Additional Effect number 10 has no effect.
Although I think this can just be shortened to something like (copying the wording of Spiritual Weapon and adjusting it accordingly).
When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 and a additional effect occurs based off the number rolled on that d10 for every two slot levels above 2nd. Additionally, when you cast this spell using a spell slot of 6th level or higher, effect number 10 has no effect.
Might want to adjust the specific wording a little on that though.
The thing about building structures sounds cool, I don't know exactly what your planning but go for it. Creation Bard exists so precedent exists.
I have no clue exactly how balanced Grasp of Chaos is, cause chaos is sadly very hard to judge the balance of as we have seen. So I'll just say it's good, will probably require playtesting. Same with a lot of HB stuff I guess, but yeah.
Yes, I will need to playtest it, thank you.
At Higher Levels. When you cast this spell using certain higher-level spell slots, additional damage is dealt, and multiple effects happen: It deals an extra 1d10 damage and an additional effect occurs based on the number rolled on the d10 at 4th level. It deals 2d10 extra damage, and two additional effects occur based on the number rolled on each d10 at 6th. It deals an additional 3d10 damage, and 3 additional effects occur based on the number rolled on each d10 at 8th. It deals an extra 4d10 damage, and 4 additional effects occur based on the rolled on each D10 at 9th level.
Additionally, when cast at 6th and up, Additional Effect number 10 has no effect.
Although I think this can just be shortened to something like (copying the wording of Spiritual Weapon and adjusting it accordingly).
When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 and a additional effect occurs based off the number rolled on that d10 for every two slot levels above 2nd. Additionally, when you cast this spell using a spell slot of 6th level or higher, effect number 10 has no effect.
Might want to adjust the specific wording a little on that though.
Yes, that's much better thank you. I will edit it a little but I will change the wording too that soon.
The thing about building structures sounds cool, I don't know exactly what your planning but go for it. Creation Bard exists so precedent exists.
Thanks! Yeah, just read over Creation Bard. Instead of just creating items, these subclasses will shape the battlefield, or be empowered when near a structure you created.
So like a literal battlefield controller? That sounds pretty cool. I would recommend features that mostly focus on utility/debuffs, since those seem to fit the aesthetic of a control-based caster.
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All stars fade. Some stars forever fall. ------------------------------------------------------------------------------------------------- Homebrew (Mostly Outdated):Magic Items,Monsters,Spells,Subclasses ------------------------------------------------------------------------------------------------- If there was no light, people wouldn't fear the dark.
So like a literal battlefield controller? That sounds pretty cool. I would recommend features that mostly focus on utility/debuffs, since those seem to fit the aesthetic of a control-based caster.
Yeah, a literal battlefield controller. Okay, thank you.
Gain expertise and proficiency in one skill, and magically create materials for it!
Also, here's one of the abilities from the in progress Architect Artificer.
Structural Integrity
3rd-level Architect feature
Your perseverance, and ability to make strong structures gives you charm. As a result, whenever you make a Charisma check, you gain a bonus to the check equal to your Constitution modifier (minimum of +1).
Hello all! I'm TuxedoNeko, you might have seen me around, you might not have. Recently, I created a few homebrew spells for my homebrew world, and had a lot of fun making them. So, I've decided to try my hand at making more. Only thing is, I need feedback! So, tell me what you think about my homebrew. Or don't. You don't have to. This is my homebrew thread, for all homebrew things I've made and will make in the future. Right now it, doesn't have much content, but hopefully that will change!
Spells
Chaos Ball, a 3rd level spell, for when you think fireball doesn't cause enough chaos.
Chaos Blade, a 2nd level spell, weapon of pure chaos
Grasp of Chaos, a 3rd level spell, wreak havoc in your opponent's minds!
Chaos Dart, a cantrip, explosive chaos!
New! Spontaneous Lodging, A 2nd Level spell, to create shelter in the wilderness.
Feats:
Craftsman, Expertise in one tool, and materials to make things!
Spotlight
New spell, Spontaneous Lodging
Here's some of the reasoning behind why it's 2nd level. While it is larger in size, than Galder's Tower, it isn't very well furnished, and doesn't automatically keep everything hot and dry. Also, instead of a 24 hour duration, Spontaneous Lodging only gets 12 hours.
Thank you for coming! I am in the process of making more homebrew, which I will add to this thread. This post will get a lot of edits.
Is my homebrew balanced? Do you like my homebrew? Do you have any suggestions for homebrew I should make in the future?
My Homebrew Thread(Link)
Random question, but why do all of these HB spells have a primary damage (i.e 5d6) but then a added on secondary damage of a different die (i.e 1d8), is there a reason for this or just for fun chaos?
if I edit a message, most of the time it's because of grammar. The rest of the time I'll put "Edit:" at the bottom.
I'm basing them off of Chaos Bolt which has primary and secondary damage. I suppose it also leads to more chaos.
My Homebrew Thread(Link)
Oh. Right, forgot about that. I can be a little harsh on my criticism, so sorry in advance, but I really do enjoy the idea of these spells and think they are pretty great.
Chaos Ball, effect number 3 states that "Plants in the ground take 1d4 fire damage at the start of their turn" but doesn't say for how long. I actually kind of like Chaos Ball a lot.
Grasp of Chaos is... well most of it's good effects are just level 1 spells. I think you made a typo when picking the spell's level, this shouldn't be third level spell. As I said I'm not a homebrewer and don't know too much about the process of checking how powerful spells are.
1. 0.5 avg damage better than Magic Missile which uses the even more difficult save of none. (2d10 avg 11, 3d4 + 3 avg 10.5).
2. Blindness/Deafness, better than the other options though, worse second level spell. Although Color Spray still exists, and 6d10 is quite a bit for a single person...
3. worse Silence or the above spell. Granted Silence is still a 2nd level spell.
4 at least it doesn't have a save- and you are in melee range cause Touch. Still not what I would expect from a 3rd level slot considering all it takes is half ft to get up and most casters won't benefit from the prone condition.
5. worse Ray of Sickness
7. Cause Fear
9. Thunderwave. Thunderwave might have 2 less damage on average but has a bigger radius, half damage on a failed saved, and knocks people away from you (you're a caster after all).
I'm okay with 5 and 8.
10, okay yeah I get that this spell is probably toned down intentionally simply because 10 is here and you can get double of a effect. However I still say that a 10% of two level 1 spells does not make a third level spell worth using.
I can see this being a okay 2nd level spell, but 3rd level when you get spells like Hypnotic Pattern and Fireball? Not too sure it matches up.
I appreciate the effect of going though and picking out all the conditions and stuff though, it seems like a very fun spell with a lot of random conditions you can apply onto people, I do just think you made a typo making it third level. Do correct me if I'm wrong about any of this.
Chaos Blade is cool, the idea of it switching elements every time you attack with it is enough to make me want to use it on a Eldritch Knight and attack with a multicolored barrage.
Chaos Dart is nice. Pretty high average damage at level 1 to 4 (d6 + d4 is a avg of 6, between a d10 (5.5) and d12 (6.5)), but does fall off a bit later on since it only adds a d6 and doesn't have a secondary effect other than being cool. Although... now that I think about it being cool is a pretty good secondary effect.
Edit: minor corrections
if I edit a message, most of the time it's because of grammar. The rest of the time I'll put "Edit:" at the bottom.
Thank you for reviewing my spells!
Thank you for criticizing me! :)
Thanks! It doesn't say for how long, because it is indefinite. You just turned the ground in that area to sand. Regular plants that are not acclimated to sand, will not be able to live. The reason I had that was too tie it in with some of the worlds lore. The Sors desert, a huge desert was made when a powerful chaos spell went awry,
I didn't make a typo. I actually didn't know what level spell it should be. I made a thread for it, and they said that it should be third level, albeit a weak third level spell.
Hmm, thank you for your insight, I will probably change it then. That was very detailed, thank you.
Yeah!
Yeah! Thanks.
Well, thank you so much for your analysis! The things about grasp of chaos are very helpful.
My Homebrew Thread(Link)
That's interesting- I apparently missed that thread. I do now want to know why exactly the people there thought it would be 3rd level (they didn't seem to give much reasoning), since as I said I'm not the best and more opinions are better.
Edit: Makes me want to go and necro that thread- but idk if I would get any response or if it would be worth it.
Also, as I said a bit earlier on, Chaos Dart is a little weak for a cantrip since it lacks any sort of utility, however not a whole lot of people care about being always effective. Those who do care about optimization won't particularly like this cantrip, but those who don't might like the chaos. Personally I'm fine with it, just warning you in advance some people won't be.
if I edit a message, most of the time it's because of grammar. The rest of the time I'll put "Edit:" at the bottom.
I'm pretty sure I already reviewed Chaos Ball and Grasp of Chaos, so this time I'll do Chaos Blade and Chaos Dart.
Okay, so Chaos Dart is pretty good, it's a lot like produce flame, except that it doesn't last as long. However, Chaos Dart does an average of 6 damage, while Produce Flame does 4.5. Still, that difference is pretty small. You also have to consider that Produce Flame has a longer range (30 feet versus 20 feet for Chaos Dart). While this cantrip seems fun and relatively balanced, I would add an option to have it explode in an AoE around you, which would make it slightly more useful and more chaotic.
Alright, Chaos Blade looks pretty fun. It does 0.5 more damage on average than shadow blade (9.5 compared to Shadow Blade's 9), but Shadow Blade also allows you to throw it, which Chaos Blade doesn't. All in all, Chaos Blade seems pretty balanced.
All stars fade. Some stars forever fall.
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If there was no light, people wouldn't fear the dark.
Thauraein, i noticed you were in the original thread about Grasp of Chaos. I'm interested in why you stated that Grasp of Chaos should be a third level spell, considering most of its effects seem to be derived from first/second level spells (or at least are coincidentally almost identical to a lot of first level spells).
(snip of above criticism)
1. 0.5 avg damage better than Magic Missile which uses the even more difficult save of none. (2d10 avg 11, 3d4 + 3 avg 10.5).
2. Blindness/Deafness, better than the other options though, worse second level spell. Although Color Spray still exists, and 6d10 is quite a bit for a single person...
3. worse Silence or the above spell. Granted Silence is still a 2nd level spell.
4 at least it doesn't have a save- and you are in melee range cause Touch. Still not what I would expect from a 3rd level slot considering all it takes is half ft to get up and most casters won't benefit from the prone condition.
5. worse Ray of Sickness
7. Cause Fear
9. Thunderwave. Thunderwave might have 2 less damage on average but has a bigger radius, half damage on a failed saved, and knocks people away from you (you're a caster after all).
I also put a bit that 10 allowing you to cast two of the above options I don't think makes it worth such a higher level slot since it's 10% and most of the time casting what's basically 2 level 1 spells doesn't seem particularly effective (more so considering the chance of doubling up on a effect or getting a effect you don't want)? Could be wrong about that though.
It's fine if you don't want to answer, I'm just curious since I'm pretty sure I'm probably missing something or are undervaluing some of these options. Edit: Which if so, it would be nice to know so I don't make the same mistake in the future.
Edit: Fixed links and minor tweaks.
if I edit a message, most of the time it's because of grammar. The rest of the time I'll put "Edit:" at the bottom.
It's true that the effects are mostly 1st level, with a few 2nd level. However, the fact that you could get any of them should bump it up to 2nd level. But since there are 4 different types of saving throws to make, you can expose an opponent's weakness.
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If there was no light, people wouldn't fear the dark.
#5 is very different from ray of sickness, it's closer to sickening radiance.
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If there was no light, people wouldn't fear the dark.
Literally no matter what effect I get, even if it's perfect for the situation (given how niche some of these are and how rng it is, unlikely), it feels as though I wasted a spell slot since if I actually wanted that effect, I'd just use a first level spell slot and get it but better and without rng.
Being able to get any effect is supposed to be considered a downgrade to compromise on being able to get something good. When I pick wild magic, I don't look though the list and say it's overpowered because I can cast a high-leveled magic missile, or fly, or go invisible, all at level 1, since the rng means you can't rely on those effects happening. Most people actually consider wild magic kind of meh despite how overpowered it can be sometimes.
Having a lot of different saving has the same issue, you can't pick, and most of the different saving throws are also from said 1st level spells (which I should be casting instead). True you can't pick every first level spell, but you can pick the ones you want to actually use and then ignore the rest. (Yeah there's that intelligence saving throw, but as I stated up-casted Magic Missile has more damage and a even harder saving throw of none).
TDLR; I feel like if I were to use this in-game, I'd find it very lacking. Being able to get any of these effects I don't see as a upside when all of them are worse than just casting the spell I wanted, using a 1st level spell slot, and not having to rely on rng. True you can't always prepare all the first level spells, but I don't need too cause not all of the debuffs on Chaos Grasp I actually want to use.
The appeal Chaos Ball and Chaos Grasp to me is risking a effect you don't want (Chaos Ball cure wounds all your enemies, or summons a dagger that wants to kill you), in exchange for a effect that's very good (Chaos Ball will always do that 5d6 + 1d8, but there's several chances of getting a increase to that damage that makes it worth it as well as coolness factor).
Chaos Grasp doesn't meet that for me, it has negative side effects like buffing your enemy with invisibility, but the positive effects of like knocking a enemy prone and deafening them don't seem quite staggering enough to match both the rng of getting a negative side effect and spending a 3rd spell slot to do what a second level spell slot could in most cases do better.
The spells that don't have a tree of wild-magic like effects (Chaos Blade & Chaos Dart) don't follow the same appeal and cannot be judged in the same manner, but still earn the chaos title and are cool (and pretty balanced) in their own multicolored way.
Could be wrong though, am only one person. I do like arguing though, since now I understand why you consider this a third level spell, but I'm going to have to disagree somewhat respectfully (as respectfully as I can, still working on my argumentative forum skills.).
if I edit a message, most of the time it's because of grammar. The rest of the time I'll put "Edit:" at the bottom.
I agree with you on most of these things. I don't like Grasp of Chaos, nearly as much as Chaos Ball.
Yeah, true. Maybe I will add base damage too.
True.
Yes. That is an important part of it. I guess I just didn't do it as well for Grasp of Chaos.
Yeah, the prone effect isn't very good.
Yeah. The reason the others don't have their own tables, is because,
1. Chaos Blade would be annoying if you had to roll on a table every time you attacked.
2. Chaos Dart is a cantrip, and too weak for a special table.
Well, thank you for your analysis. I'm probably going to change the spell to 2nd level, and strengthen some of the effects. (effect 4 mainly.)
My Homebrew Thread(Link)
I'm gonna jump on the train now by saying Chaos Blade is dope.
I may even introduce it to my campaign if that's ok with you!
the mental image of a crackling magical blade flickering between elements is sick lol
Thank you! Of course, you can use it in your campaign!
My Homebrew Thread(Link)
Hello everyone! I haven't posted in a while, sorry. I revamped Grasp of Chaos! Here is the Link. Tell me what you think!
Also, I was thinking of homebrewing some spells based on building structures, like the Mighty Fortress and subclasses also based around building structures. Would any of you be interested in that?
My Homebrew Thread(Link)
I have no clue exactly how balanced Grasp of Chaos is, cause chaos is sadly very hard to judge the balance of as we have seen. So I'll just say it's good, will probably require playtesting. Same with a lot of HB stuff I guess, but yeah.
Although I think this can just be shortened to something like (copying the wording of Spiritual Weapon and adjusting it accordingly).
When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 and a additional effect occurs based off the number rolled on that d10 for every two slot levels above 2nd. Additionally, when you cast this spell using a spell slot of 6th level or higher, effect number 10 has no effect.
Might want to adjust the specific wording a little on that though.
The thing about building structures sounds cool, I don't know exactly what your planning but go for it. Creation Bard exists so precedent exists.
if I edit a message, most of the time it's because of grammar. The rest of the time I'll put "Edit:" at the bottom.
Yes, I will need to playtest it, thank you.
Yes, that's much better thank you. I will edit it a little but I will change the wording too that soon.
Thanks! Yeah, just read over Creation Bard. Instead of just creating items, these subclasses will shape the battlefield, or be empowered when near a structure you created.
Edit: Okay, I changed it. Here is the Link.
My Homebrew Thread(Link)
So like a literal battlefield controller? That sounds pretty cool. I would recommend features that mostly focus on utility/debuffs, since those seem to fit the aesthetic of a control-based caster.
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If there was no light, people wouldn't fear the dark.
Yeah, a literal battlefield controller. Okay, thank you.
My Homebrew Thread(Link)
Hey guys! I made a spell and a feat! Both are not terribly balanced and are on their first draft, but I will showcase them now!
Also, here's one of the abilities from the in progress Architect Artificer.
Structural Integrity
3rd-level Architect feature
Your perseverance, and ability to make strong structures gives you charm. As a result, whenever you make a Charisma check, you gain a bonus to the check equal to your Constitution modifier (minimum of +1).
In addition, you gain proficiency in one of the following skills of your choice: Deception, Performance, or Persuasion.
I had to do it! In actuality, I haven't even started on it yet.
My Homebrew Thread(Link)