Tried to not make it too overpowered, but at the same time actually useful. Thus I tempered it with a 200Gp per casting to prevent it from being abused.
I think overall it's good, but the advantage on "magical control effects" feels like its definition either needs to be tightened up significantly, or loosened up. Considering the GP cost of the spell, it seems easier to just loosen it up and just give you advantage on saving throws against all Spells and Magical Effects.
Tried to not make it too overpowered, but at the same time actually useful. Thus I tempered it with a 200Gp per casting to prevent it from being abused.
I agree with Transmorpher, "magical control effects" doesn't mean anything. Try this on for size:
You gain temporary hit points equal to 8d8 + your spellcasting ability modifier. While you have these hit points, you have advantage on saving throws against magical effects.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you gain 2d8 additional temporary hit points for each slot level above 4th.
You both made very valid points, and your writing was very concise and to the point Quindraco. I'll adopt your formulation for some of the spell description. The only issue I see with wording it like that is that it says YOU gain temp hit points, so I changed it to the arcane ward gets temp hit points.
New version of the spell with your suggestions: arcane ward
Hi guys
I made a "new" spell based on the Elminster novels where they use magical shields in spell battles, and I'm looking for feedback, what do you think?
Lerals-Arcane-Ward
Tried to not make it too overpowered, but at the same time actually useful. Thus I tempered it with a 200Gp per casting to prevent it from being abused.
I think overall it's good, but the advantage on "magical control effects" feels like its definition either needs to be tightened up significantly, or loosened up. Considering the GP cost of the spell, it seems easier to just loosen it up and just give you advantage on saving throws against all Spells and Magical Effects.
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I agree with Transmorpher, "magical control effects" doesn't mean anything. Try this on for size:
You gain temporary hit points equal to 8d8 + your spellcasting ability modifier. While you have these hit points, you have advantage on saving throws against magical effects.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you gain 2d8 additional temporary hit points for each slot level above 4th.
You both made very valid points, and your writing was very concise and to the point Quindraco. I'll adopt your formulation for some of the spell description. The only issue I see with wording it like that is that it says YOU gain temp hit points, so I changed it to the arcane ward gets temp hit points.
New version of the spell with your suggestions: arcane ward