I'm still new at creating homebrewed content so I was wondering if a spell I created is too powerful. There's also some details that I'm unsure about (What Spell level fits it the best, how much dmg it should do and some other details (I'd be happy to just get the general idea of what level the spell would be, I can work on the other details, though any help on those as well is appreciated).
After casting the spell, the caster will cover themselves in fire and release an explosion of fire that does aoe dmg (not damaging any allies or their equipped gear) and heals, protects and buffs allies dmg, but also damages the caster (heals 30% of max hp points of allies, their weapons are enchanted with fire, doing additional fire dmg and the dmg they take is reduced by 30%, and causes slight dmg to the attacker, for 3 turns).
The caster can’t be damaged for 3 turns (if attempted the attacker will take fire dmg), the flames can't be extinguished and the caster can't use ice or water spells. Fire spells deal additional dmg (all other earlier allies buffs are excluded from the caster), but after the 3 turns the casters hp points will be reduced to 1 (or if the battle ends). Note: All added effects are rounded down in case of fractions (example 7.8 = 7)
The spell will be cast at will and take 1 action (I'm unsure about the range of the spells aoe). The components will be verbal or somatic. The duration 3 turns.
Is the idea here to create a spell that buffs the allies with a side effect for the caster and a cool cosmetic effect? Let's look at the effect you describe:
Healing Allies: Prayer of Healing is a 2nd level spell that heals 2d8 for six allies within 30 feet, but takes 10 minutes to cast. Mass Healing Word is a third level spell that heals 1d4 for six allies and takes a bonus action.
Protecting Allies: Mage Armor can boost one creature's AC, and is a 1st level spell. Protection from ___ is 1st, 2nd, or 3rd level depending on what type of damage is warded against, and is Concentration up to an hour (kindof).
Buffing an Ally's Damage by causing fire damage: Flame Blade is a 2nd level spell that does 3d6 damage, but that does not do any other type of damage like a flaming sword might.
Surrounding and Protecting the Caster: Fire shield does this and is a 4th level spell (lasts for 10 minutes)
Let's start with effect #4, which is a 4th level effect. I'm not going to quibble about duration here, or worry about the caster taking damage just yet. I would say adding on Mass Healing Word might boost this to a 5th level effect, maybe making the healing 2d4 or something like that. If you want the allies to be protected from fire (a 3rd level effect) I would add on two additional levels, putting the spell at level 7. Adding in the flaming sword effect for more than one person, I'd be inclined to add two more levels because it is affecting several allies. This brings the level to 9. Pretty high. Too high? Let's look at some 9th level spells. Meteor Swarm does 40d6 of damage (average 70), but includes a saving throw. If you have four to six allies with the flaming sword effect, that might be 12 to 18d6 of damage (average 42 to 54). Not as much as the Meteor Swarm, but this new spell has other effects as well. Time Stop is a 9th level spell that affects a wide area, and creative players can set up some pretty dangerous conditions in the time allotted. Weird is a 9th level spell that can do up to 12d10 damage in three rounds (average 66) to lots of folks.
While this spell does not do as much damage as other 9th level spells, it does provide some other benefits, so 9th level seems about right. However, the person casting this spell is pretty much out of commission at the end of three rounds. Hopefully, their allies can mop up what remains of the enemy quickly. Maybe the initial fire burst does 4d6 of fire damage to enemies in the area. This would bring the average damage up to 68, and if the caster is low on hit points, their allies have been buffed. So with this addition, it sounds like a 9th level spell.
That said, this includes effects from a variety of different classes spell lists. And it's pretty epic. As a DM, this is like opening the arc of the covenant, and I wouldn't want the players casting this willy-nilly, but save it for the amazing boss battle. In that case, I would perhaps make it a boon granted from a powerful Efreeti, or a special magic item. Your campaign may require more regularly occurring levels of epicness, however.
Is the idea here to create a spell that buffs the allies with a side effect for the caster and a cool cosmetic effect? Let's look at the effect you describe:
Healing Allies: Prayer of Healing is a 2nd level spell that heals 2d8 for six allies within 30 feet, but takes 10 minutes to cast. Mass Healing Word is a third level spell that heals 1d4 for six allies and takes a bonus action.
Protecting Allies: Mage Armor can boost one creature's AC, and is a 1st level spell. Protection from ___ is 1st, 2nd, or 3rd level depending on what type of damage is warded against, and is Concentration up to an hour (kindof).
Buffing an Ally's Damage by causing fire damage: Flame Blade is a 2nd level spell that does 3d6 damage, but that does not do any other type of damage like a flaming sword might.
Surrounding and Protecting the Caster: Fire shield does this and is a 4th level spell (lasts for 10 minutes)
Let's start with effect #4, which is a 4th level effect. I'm not going to quibble about duration here, or worry about the caster taking damage just yet. I would say adding on Mass Healing Word might boost this to a 5th level effect, maybe making the healing 2d4 or something like that. If you want the allies to be protected from fire (a 3rd level effect) I would add on two additional levels, putting the spell at level 7. Adding in the flaming sword effect for more than one person, I'd be inclined to add two more levels because it is affecting several allies. This brings the level to 9. Pretty high. Too high? Let's look at some 9th level spells. Meteor Swarm does 40d6 of damage (average 70), but includes a saving throw. If you have four to six allies with the flaming sword effect, that might be 12 to 18d6 of damage (average 42 to 54). Not as much as the Meteor Swarm, but this new spell has other effects as well. Time Stop is a 9th level spell that affects a wide area, and creative players can set up some pretty dangerous conditions in the time allotted. Weird is a 9th level spell that can do up to 12d10 damage in three rounds (average 66) to lots of folks.
While this spell does not do as much damage as other 9th level spells, it does provide some other benefits, so 9th level seems about right. However, the person casting this spell is pretty much out of commission at the end of three rounds. Hopefully, their allies can mop up what remains of the enemy quickly. Maybe the initial fire burst does 4d6 of fire damage to enemies in the area. This would bring the average damage up to 68, and if the caster is low on hit points, their allies have been buffed. So with this addition, it sounds like a 9th level spell.
That said, this includes effects from a variety of different classes spell lists. And it's pretty epic. As a DM, this is like opening the arc of the covenant, and I wouldn't want the players casting this willy-nilly, but save it for the amazing boss battle. In that case, I would perhaps make it a boon granted from a powerful Efreeti, or a special magic item. Your campaign may require more regularly occurring levels of epicness, however.
You calculated your averages wrong. Meteor swarm does on average of 140 damage on a failed save and 70 damage on a successful one. The average of 12d6 is 42, same as what you got, but the average of 18d6 is 63. Weird is a very underpowered for a 9th level spell (and therefore not a great comparison), though you calculated the average for that correctly. The homebrew spell's average damage would be 77. I agree with all of your points, though.
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To start with thank you for taking the time to make such a well made answer.
I think level 9 fits the spell well. It was always meant to be somewhat of a late game thing, and seeing as will be using milestone to level up, i'll have more of a control on fitting it with the timing of the story. There will be 3 players so I might need to tune a bit more with the stats, but I think the given suggestions sound at the very least about right and fitting.
I did think about the caster's hp going to 0 after the spell, but that didn't seem fun or fair to the player. I could and probably would add an effect that prevents healing for 3 turns so that they don't just stack on healing potions (it would be more fun for all of us if they'd have a chance at fighting but they should still have to suffer the consequence of the spell, so that it would be fitting for the lore and the role playing).
And your right that this shouldn't be just a normal "learn from a scroll" spell, and I have specially made this for a party member. The way it's given is by a special event (which is slowly lead up when the party rests by giving this individual dreams of chaos and darkness and a light in that darkness). Like the name suggests it's a gift from Prometheus himself and I'm thinking of giving it to only one individual (at least in this campaign). I wanted it to be a sort of homage to the mythology of Prometheus where he suffers for the humans. I thought this should be reflected in the effects of the spell as well as in the story and the role playing aspects.
I'll try to do my best with the epicness part, but that shall remain to be seen.
I'm still new at creating homebrewed content so I was wondering if a spell I created is too powerful. There's also some details that I'm unsure about (What Spell level fits it the best, how much dmg it should do and some other details (I'd be happy to just get the general idea of what level the spell would be, I can work on the other details, though any help on those as well is appreciated).
After casting the spell, the caster will cover themselves in fire and release an explosion of fire that does aoe dmg (not damaging any allies or their equipped gear) and heals, protects and buffs allies dmg, but also damages the caster (heals 30% of max hp points of allies, their weapons are enchanted with fire, doing additional fire dmg and the dmg they take is reduced by 30%, and causes slight dmg to the attacker, for 3 turns).
The caster can’t be damaged for 3 turns (if attempted the attacker will take fire dmg), the flames can't be extinguished and the caster can't use ice or water spells. Fire spells deal additional dmg (all other earlier allies buffs are excluded from the caster), but after the 3 turns the casters hp points will be reduced to 1 (or if the battle ends). Note: All added effects are rounded down in case of fractions (example 7.8 = 7)
The spell will be cast at will and take 1 action (I'm unsure about the range of the spells aoe). The components will be verbal or somatic. The duration 3 turns.
Is the idea here to create a spell that buffs the allies with a side effect for the caster and a cool cosmetic effect? Let's look at the effect you describe:
Let's start with effect #4, which is a 4th level effect. I'm not going to quibble about duration here, or worry about the caster taking damage just yet. I would say adding on Mass Healing Word might boost this to a 5th level effect, maybe making the healing 2d4 or something like that. If you want the allies to be protected from fire (a 3rd level effect) I would add on two additional levels, putting the spell at level 7. Adding in the flaming sword effect for more than one person, I'd be inclined to add two more levels because it is affecting several allies. This brings the level to 9. Pretty high. Too high? Let's look at some 9th level spells. Meteor Swarm does 40d6 of damage (average 70), but includes a saving throw. If you have four to six allies with the flaming sword effect, that might be 12 to 18d6 of damage (average 42 to 54). Not as much as the Meteor Swarm, but this new spell has other effects as well. Time Stop is a 9th level spell that affects a wide area, and creative players can set up some pretty dangerous conditions in the time allotted. Weird is a 9th level spell that can do up to 12d10 damage in three rounds (average 66) to lots of folks.
While this spell does not do as much damage as other 9th level spells, it does provide some other benefits, so 9th level seems about right. However, the person casting this spell is pretty much out of commission at the end of three rounds. Hopefully, their allies can mop up what remains of the enemy quickly. Maybe the initial fire burst does 4d6 of fire damage to enemies in the area. This would bring the average damage up to 68, and if the caster is low on hit points, their allies have been buffed. So with this addition, it sounds like a 9th level spell.
That said, this includes effects from a variety of different classes spell lists. And it's pretty epic. As a DM, this is like opening the arc of the covenant, and I wouldn't want the players casting this willy-nilly, but save it for the amazing boss battle. In that case, I would perhaps make it a boon granted from a powerful Efreeti, or a special magic item. Your campaign may require more regularly occurring levels of epicness, however.
You calculated your averages wrong. Meteor swarm does on average of 140 damage on a failed save and 70 damage on a successful one. The average of 12d6 is 42, same as what you got, but the average of 18d6 is 63. Weird is a very underpowered for a 9th level spell (and therefore not a great comparison), though you calculated the average for that correctly. The homebrew spell's average damage would be 77. I agree with all of your points, though.
All stars fade. Some stars forever fall.
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Homebrew (Mostly Outdated): Magic Items, Monsters, Spells, Subclasses
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If there was no light, people wouldn't fear the dark.
To start with thank you for taking the time to make such a well made answer.
I think level 9 fits the spell well. It was always meant to be somewhat of a late game thing, and seeing as will be using milestone to level up, i'll have more of a control on fitting it with the timing of the story. There will be 3 players so I might need to tune a bit more with the stats, but I think the given suggestions sound at the very least about right and fitting.
I did think about the caster's hp going to 0 after the spell, but that didn't seem fun or fair to the player. I could and probably would add an effect that prevents healing for 3 turns so that they don't just stack on healing potions (it would be more fun for all of us if they'd have a chance at fighting but they should still have to suffer the consequence of the spell, so that it would be fitting for the lore and the role playing).
And your right that this shouldn't be just a normal "learn from a scroll" spell, and I have specially made this for a party member. The way it's given is by a special event (which is slowly lead up when the party rests by giving this individual dreams of chaos and darkness and a light in that darkness). Like the name suggests it's a gift from Prometheus himself and I'm thinking of giving it to only one individual (at least in this campaign). I wanted it to be a sort of homage to the mythology of Prometheus where he suffers for the humans. I thought this should be reflected in the effects of the spell as well as in the story and the role playing aspects.
I'll try to do my best with the epicness part, but that shall remain to be seen.
Thanks for the help! It's always nice when you have more than one voice to go by.
And I think they are right on this, though I shall keep those statistics in mind if I decide to tune the previously given numbers.