1. Make it a int save, double the damage, if they make their initial save the spell is avoided like normal if they fail they immediately take the damage, and then again at end of turn if they failed their save, succeeding ends the spell.
2. Make it a int save, drop concentration, if you make your first save you avoid the spell, if you fail immediately take 4d10, at end of their turn when they make a save, a save means you take 1/2 damage but the spell does not end.
I would make the saving throws at the end of each turn fail automatically if the creature can see you; i.e- to escape the fear and damage it must run and hide, as with the much lower level Fear. Depending on environment this could guarantee one or two rounds of damage out of it pretty easily.
And I'd probably drop it down to 7th or 8th level; it's just not a good fit for a 9th level spell IMO.
Former D&D Beyond Customer of six years: With the axing of piecemeal purchasing, lack of meaningful development, and toxic moderation the site isn't worth paying for anymore. I remain a free user only until my groups are done migrating from DDB, and if necessary D&D, after which I'm done. There are better systems owned by better companies out there.
I have unsubscribed from all topics and will not reply to messages. My homebrew is now 100% unsupported.
To post a comment, please login or register a new account.
If you were to rewrite Weird to make it worthwhile to take, but not overpowered, how would you change it?
I'd either
1. Make it a int save, double the damage, if they make their initial save the spell is avoided like normal if they fail they immediately take the damage, and then again at end of turn if they failed their save, succeeding ends the spell.
2. Make it a int save, drop concentration, if you make your first save you avoid the spell, if you fail immediately take 4d10, at end of their turn when they make a save, a save means you take 1/2 damage but the spell does not end.
I would make the saving throws at the end of each turn fail automatically if the creature can see you; i.e- to escape the fear and damage it must run and hide, as with the much lower level Fear. Depending on environment this could guarantee one or two rounds of damage out of it pretty easily.
And I'd probably drop it down to 7th or 8th level; it's just not a good fit for a 9th level spell IMO.
Former D&D Beyond Customer of six years: With the axing of piecemeal purchasing, lack of meaningful development, and toxic moderation the site isn't worth paying for anymore. I remain a free user only until my groups are done migrating from DDB, and if necessary D&D, after which I'm done. There are better systems owned by better companies out there.
I have unsubscribed from all topics and will not reply to messages. My homebrew is now 100% unsupported.