Hello, I'm a dm and one of players wants to create a new spell and I was hoping for some feedback on it. The name of the spell comes from the character making it.
It includes a few different things which is what we're looking for but I'm wondering if the prone effect could make it a little too powerful. (Comparing with steel wind strike and synaptic static for a couple of things)
Thoughts?
Cobalt’s Knoxious Blast
5th-level Evocation
Casting Time: 1 Action
Range: Self (30ft Cone)
Components: V S M
Duration: Instantaneous
Powerful blasts of shadow-infused energy burst from your open palm, crashing into your foes and slamming them into the ground.
Choose up to five creatures you can see within range. Make a ranged spell attack against each one. On hit, a target takes 6d10 necrotic damage and must make a Strength Saving Throw. On a failure, the creature is knocked prone.
I'm assuming this is an arcane spell? I'll do some comparisons against other 5th level spells to get an idea of overall strength. Nothing right off the get go screams overpowered; a couple things to consider. 1) The spell is limited to 5 targets. 2) The range is Close and puts you within easy melee range for most enemies if the rider effect is not successful. 3) The spell requires a successful attack to deal any damage. 3) Necrotic damage is a fairly common resisted element. 4) Rider effect is based off Strength saving throw which can be a tough one to overcome depending on your target.
I'm no expert on Homebrewing, but unless I'm mistaking by the strength of other 5th level spells I don't see if being crazy.
If we look at the Dungeon Master's Guide: Creating a Spell, the main consideration into level is damage. 6d10 is a little high for a 5th level spell with multiple targets, I suggest 5d10 instead. Also, as this is not an Area of Effect spell, there would be no cone centered on yourself. Despite the rider being determined on a Strength based saving throw, prone is an easy condition to overcome. Damage type and resistance doesn't play heavily in unless it is psychic or force damage, the two least resisted damages in the game.
"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
It's probably not over-powered, but it is different in a few ways which might cause unintended effects when combined with other game features. It is not normal for a spell to define a cone area of effect, but then force you to choose targets. Consider a regular cone (like Cone of Cold), or just a range of thirty and allow any 5 targets in that range. If targets are chosen, then consider reducing total damage output, since friendly fire is impossible. It is unusual for a spell to require both attack roll(s) and saving throw(s); it's normally one or the other. Consider an auto hit with Strength saving throw to avoid prone and take only half damage. However, if you keep the attack roll then applying a condition automatically is not appropriate. Note also that attack rolls can result in critical hits and 12d10 is really a lot. That's part of why most spells revert to saving throws as they get into the higher levels.
Cobalt’s Knoxious Blast 6th-level Evocation Casting Time: 1 Action Range: Self (30ft Cone) Components: V S M Duration: Instantaneous
A powerful blasts of shadow-infused energy burst from your open palm, crashing into your foes and slamming them into the ground. Each creature in a 30 ft cone has to make a constitution saving throw. Taking 6d10 necrotic damage of a failed save and half as much on a successful one. Additionally, creatures who failed on the saving throw has to make a strength saving throw or be knocked prone.
<--------------------------------------------------------------------> So. I chance the level to 6 because taking 6d10 necrotic damage "and" being knocked prone is powerful. Seeing as steel wind strike chooses up to 5 creatures that you deal damage to. And nothing else. I would say if you wanna keep it 5th level then chance the damage to 6d8. Remember cone of cold does 8d8 in a 60 ft radius and is 5th level. This thing is a 30 ft cone and does 6d10 damage and knocks them prone. I see the appeal in the damage and I want spells that use d10's more but the damage and the knock prone is powerful BECAUSE it is in a 30 ft cone. If it was in a 15 ft cone I would say it could work, perhaps even increase the damage by one or two dice if it's a shorter range. It's the range at the moment that makes it powerful. But it's not completely "GAME BREAKING". I mean, most undeads, if not all are immune to necrotic damage. And the bigger enemies have a good con save bonus so... it could work. When dealing with necrotic damage I sometimes also think to impose a penalty to the caster. Like a con save DC 15 or suffer a point of exhaustion.
Hope this helps! ^^
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Hello, I'm a dm and one of players wants to create a new spell and I was hoping for some feedback on it. The name of the spell comes from the character making it.
It includes a few different things which is what we're looking for but I'm wondering if the prone effect could make it a little too powerful. (Comparing with steel wind strike and synaptic static for a couple of things)
Thoughts?
Cobalt’s Knoxious Blast
5th-level Evocation
Casting Time: 1 Action
Range: Self (30ft Cone)
Components: V S M
Duration: Instantaneous
Powerful blasts of shadow-infused energy burst from your open palm, crashing into your foes and slamming them into the ground.
Choose up to five creatures you can see within range. Make a ranged spell attack against each one. On hit, a target takes 6d10 necrotic damage and must make a Strength Saving Throw. On a failure, the creature is knocked prone.
I'm assuming this is an arcane spell? I'll do some comparisons against other 5th level spells to get an idea of overall strength. Nothing right off the get go screams overpowered; a couple things to consider. 1) The spell is limited to 5 targets. 2) The range is Close and puts you within easy melee range for most enemies if the rider effect is not successful. 3) The spell requires a successful attack to deal any damage. 3) Necrotic damage is a fairly common resisted element. 4) Rider effect is based off Strength saving throw which can be a tough one to overcome depending on your target.
I'm no expert on Homebrewing, but unless I'm mistaking by the strength of other 5th level spells I don't see if being crazy.
Valaith "Rimehand" Kalukavi - Chronicles of Arden
If we look at the Dungeon Master's Guide: Creating a Spell, the main consideration into level is damage. 6d10 is a little high for a 5th level spell with multiple targets, I suggest 5d10 instead. Also, as this is not an Area of Effect spell, there would be no cone centered on yourself. Despite the rider being determined on a Strength based saving throw, prone is an easy condition to overcome. Damage type and resistance doesn't play heavily in unless it is psychic or force damage, the two least resisted damages in the game.
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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
It's probably not over-powered, but it is different in a few ways which might cause unintended effects when combined with other game features. It is not normal for a spell to define a cone area of effect, but then force you to choose targets. Consider a regular cone (like Cone of Cold), or just a range of thirty and allow any 5 targets in that range. If targets are chosen, then consider reducing total damage output, since friendly fire is impossible. It is unusual for a spell to require both attack roll(s) and saving throw(s); it's normally one or the other. Consider an auto hit with Strength saving throw to avoid prone and take only half damage. However, if you keep the attack roll then applying a condition automatically is not appropriate. Note also that attack rolls can result in critical hits and 12d10 is really a lot. That's part of why most spells revert to saving throws as they get into the higher levels.
Cobalt’s Knoxious Blast
6th-level Evocation
Casting Time: 1 Action
Range: Self (30ft Cone)
Components: V S M
Duration: Instantaneous
A powerful blasts of shadow-infused energy burst from your open palm, crashing into your foes and slamming them into the ground.
Each creature in a 30 ft cone has to make a constitution saving throw. Taking 6d10 necrotic damage of a failed save and half as much on a successful one.
Additionally, creatures who failed on the saving throw has to make a strength saving throw or be knocked prone.
<-------------------------------------------------------------------->
So. I chance the level to 6 because taking 6d10 necrotic damage "and" being knocked prone is powerful. Seeing as steel wind strike chooses up to 5 creatures
that you deal damage to. And nothing else. I would say if you wanna keep it 5th level then chance the damage to 6d8. Remember cone of cold does 8d8 in a 60 ft radius and is 5th level. This thing is a 30 ft cone and does 6d10 damage and knocks them prone. I see the appeal in the damage and I want spells that use d10's more but the damage and the knock prone is powerful BECAUSE it is in a 30 ft cone. If it was in a 15 ft cone I would say it could work, perhaps even increase the damage by one or two dice if it's a shorter range. It's the range at the moment that makes it powerful. But it's not completely "GAME BREAKING". I mean, most undeads, if not all are immune to necrotic damage. And the bigger enemies have a good con save bonus so... it could work. When dealing with necrotic damage I sometimes also think to impose a penalty to the caster. Like a con save DC 15 or suffer a point of exhaustion.
Hope this helps! ^^