Physics: These are the laws that define the universe. Magic: Shut up, go in that corner, and think about what you've done.
I really hate it when people differentiate physics and magic like this. Sure, with the physics of our world (I'm guessing it's Earth for you. I know, I'm perceptive like that) magic "breaks the laws of physics." What statements like the above don't include (for lack of a better term) is that physics (and science as a whole) is describing the universe in ways we can understand, often via "laws", which could also be called "patterns". These "laws of physics" are opsvervations of how the universe works. (Like that when an object is moving, the force it exerts when it hits something will equal it's weight (actually mass, but this is a simplification) times it's speed, divided by how long it took to slow down when it hits the object. This is usually shortened to F=MA)
So if you can do things with magic, those things would be part of the laws of physics. Because of this, the entire idea of breaking the laws of physics makes no sense. If you can break it, it's not a law of physics.
Edit: sorry for the long physics talk...
Edit two: sorry if any of this came across as unkind, superior, or anything like that. I was just trying to explain something with a little complex physics terms as possible.
LOVE THIS! Love it! Loooove it! Hmm... Maybe I should add magic-less D&D to the Notes?
Thanks!
Non-magic dnd? Maybe, but here are my thoughts on it:
Firstly, low magic already exists, and DMs can already ask players to not play magic classes.
Secondly, what's your definition of magic? Obviously mages and bards and what not are magic, but what about dragons? Or fire elementals?
Thirdly, magic can be really fun and is one of the things that really makes dnd dnd.
Fourthly, what would you need to include? Couldn't you just say "no magic"? what else do you need?
Fifthly, I think it seems like it could be cool! It could even lead to some cool world building and plots!
Overall, it's not a bad idea, but there are some things you need to work out.
it's also actually pretty good. but why not just make a generic "pyromancer" that can be any race?
also, I'd generally avoid adding spells (or other things) from non-basic rules + EEPC to monsters. it's makes it so that some people cannot use the monster.
the full version of EEPC comes free with dndbeyond so everyone on the site can still use it (or at least read it you cannot use a homebrew properly without adding it to your collection which rather annoyingly takes a subscription).
yeah, that's why I said EEPC and basic rules are fine, just not other things.
very cool! maybe give it more hp? and adamantine items make crit become normal hits, so maybe make that any critical hit against the metal sphere becomes a normal hit?
very cool! maybe give it more hp? and adamantine items make crit become normal hits, so maybe make that any critical hit against the metal sphere becomes a normal hit?
very cool! maybe give it more hp? and adamantine items make crit become normal hits, so maybe make that any critical hit against the metal sphere becomes a normal hit?
very cool! maybe give it more hp? and adamantine items make crit become normal hits, so maybe make that any critical hit against the metal sphere becomes a normal hit?
I was going to say that it's bad because it's just mage armor but with 1 more AC with 2 extra spell levels, but then I noticed the resistance to nonmagical bludgeoning damage. It's still not very useful, but to improve it you could give resistance to nonmagical slashing damage, too.
very cool! maybe give it more hp? and adamantine items make crit become normal hits, so maybe make that any critical hit against the metal sphere becomes a normal hit?
I was going to say that it's bad because it's just mage armor but with 1 more AC with 2 extra spell levels, but then I noticed the resistance to nonmagical bludgeoning damage. It's still not very useful, but to improve it you could give resistance to nonmagical slashing damage, too.
should I remove concentration?
also, a few things:
mage armor is not avalible to druids and rangers
it also works with armor
you can give it to someone else (because your parties 20 AC paladin needs to be more tanky, am I right?)
very cool! maybe give it more hp? and adamantine items make crit become normal hits, so maybe make that any critical hit against the metal sphere becomes a normal hit?
I was going to say that it's bad because it's just mage armor but with 1 more AC with 2 extra spell levels, but then I noticed the resistance to nonmagical bludgeoning damage. It's still not very useful, but to improve it you could give resistance to nonmagical slashing damage, too.
should I remove concentration?
also, a few things:
mage armor is not avalible to druids and rangers
it also works with armor
you can give it to someone else (because your parties 20 AC paladin needs to be more tanky, am I right?)
Don't have it add 2 AC to a creature wearing armor, as you said above it's not necessary to add 2 AC to a high-AC creature.
Have the material component cost money and be consumed by the spell, to justify the strength of the spell. Have the cost increase depending on the level of the slot (because of duration increases), as in "per level of the spell."
Increasing the turn-scale damage is way too powerful, probably change it to the base damage.
Change the duration so that the user can't take a short or long rest during the duration of the spell (and can be measured more easily during combat), so there's no confusion on the damage. Probably 10-30 minutes.
Increasing the turn-scale damage is way too powerful, probably change it to the base damage.
Change the duration so that the user can't take a short or long rest during the duration of the spell (and can be measured more easily during combat), so there's no confusion on the damage. Probably 10-30 minutes.
bit high damage for this level spell (the highest damage spell for 1st level deals 3d10 once this does 2d8 multiple times plus with a bit of preperation 2d8+spellcasting mod damage multiple times) might be good for a 2nd level spell
Thanks!
Non-magic dnd? Maybe, but here are my thoughts on it:
Overall, it's not a bad idea, but there are some things you need to work out.
I am an average mathematics enjoyer.
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yeah, that's why I said EEPC and basic rules are fine, just not other things.
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Made something from my dreams.
Containment Sphere
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Made something I've daydreamt about.
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Infernal Blood
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Cool, the name of the feat seems wrong
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very cool! maybe give it more hp? and adamantine items make crit become normal hits, so maybe make that any critical hit against the metal sphere becomes a normal hit?
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it makes your blood fire, so it's infernal blood. I meant to post infernal blood, I just accidentally wrote flames instead.
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ok
Containment Sphere (Edited)
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nice!
Volo's Carapace Armor
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I was going to say that it's bad because it's just mage armor but with 1 more AC with 2 extra spell levels, but then I noticed the resistance to nonmagical bludgeoning damage. It's still not very useful, but to improve it you could give resistance to nonmagical slashing damage, too.
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should I remove concentration?
also, a few things:
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Suggestions:
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Electric Discharge
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Very interesting. My observations:
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ok, will do both. thanks for the feedback!
v.1.1
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Made an acid rendition of fireball and lightning bolt.
Acid Tide
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cool.
Eldritch Polearm
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bit high damage for this level spell (the highest damage spell for 1st level deals 3d10 once this does 2d8 multiple times plus with a bit of preperation 2d8+spellcasting mod damage multiple times) might be good for a 2nd level spell
Encase In Stone
these spells are coming so fast lol!
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