I'm building a custom wizard BBEG and am working on a few custom spells to spice it up. One of them is a 9th level spell that might be hard to balance, so any input is appreciated. Since it's not going to be available to players until very late in the game, I'm not worried about it being a little overpowered, so long as it isn't outright abuseable.
Sybil's Spell Siphon
Range: Touch
As an action you extend your hand to rip the magical essence from one creature to fuel your own spells. The target rolls a Charisma Saving Throw against your spell DC.
On a failure, roll 2d4+1. The target loses that many levels worth of spell slots (target's choice), and you gain the same number of levels worth of spell slots (your choice).
On a success, the target's loss and your gain are halved. (Round down)
If a target does not have enough spell slots to satisfy the spell, or lacks the spellcasting or pact magic feature, they gain one level of exhaustion.
Best case scenario, the target loses 9 spell levels, and the caster regains their slot.
Worst case scenario, the target loses 3 and the caster gains 3. (Effectively loses 6 spell levels)
Compare this to Dominate Monster, which can be used to force a caster to burn spells against their own allies.
TL;DR "Vampiric Touch for Magic"
Thoughts?
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I'm building a custom wizard BBEG and am working on a few custom spells to spice it up. One of them is a 9th level spell that might be hard to balance, so any input is appreciated. Since it's not going to be available to players until very late in the game, I'm not worried about it being a little overpowered, so long as it isn't outright abuseable.
Sybil's Spell Siphon
Range: Touch
As an action you extend your hand to rip the magical essence from one creature to fuel your own spells. The target rolls a Charisma Saving Throw against your spell DC.
On a failure, roll 2d4+1. The target loses that many levels worth of spell slots (target's choice), and you gain the same number of levels worth of spell slots (your choice).
On a success, the target's loss and your gain are halved. (Round down)
If a target does not have enough spell slots to satisfy the spell, or lacks the spellcasting or pact magic feature, they gain one level of exhaustion.
Best case scenario, the target loses 9 spell levels, and the caster regains their slot.
Worst case scenario, the target loses 3 and the caster gains 3. (Effectively loses 6 spell levels)
Compare this to Dominate Monster, which can be used to force a caster to burn spells against their own allies.
TL;DR "Vampiric Touch for Magic"
Thoughts?