Level
1st
Casting Time
1 Bonus Action
Range/Area
Self
Components
V, M *
Duration
6 Rounds
School
Transmutation
Attack/Save
Ranged
Damage/Effect
Acid
Your saliva becomes highly acidic, and you gain the ability to spit at long distances. When you cast this spell, you may make an ranged attack spell against a target (range 30/90). If the attack hits, the target takes 3d4 acid damage.
As a bonus action, you can repeat the attack against any creature. You can also forgo an attack to store saliva, up to two stores of saliva. As a bonus action, you may expend stores to make additional attacks equal to the number of expended stores. Make separate attack rolls for each attack.
* - ((a scale from a cobra's hood))Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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3/9/2018 3:53:46 PM
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389
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3
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Coming Soon
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6/9/2018 7:39:50 PM
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741
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1
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Coming Soon
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4/20/2019 3:24:30 AM
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6
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1
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0.1
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Coming Soon
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4/20/2019 3:24:33 AM
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371
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3
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0.2
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Coming Soon
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Posted Apr 18, 2019This spell seems super interesting, if a bit awkward, in both it's effects and the progression of the versions you've made... I feel like it's a bit strong as a 1st level spell, being able to cast and use it all as bonus actions (I think the initial cast should be an action) with solid damage... But honestly I think my biggest question is why 6 rounds? XD
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Posted Apr 20, 2019Thanks for the feedback! I do agree with a lot of what you said, it is a bit awkward to use but also strong. I realized that if you hit all six attacks, that's an average of 45 acid damage, more than twice as much as an average Fireball on a failed save. The six rounds thing was a somewhat arbitrary number to make up for getting rid of the concentration part of the spell, meaning that even if you take damage, you can still make these attacks.
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Posted Apr 20, 2019Mmm, I kinda see what you're saying... I don't necessarily think the spell is "bad" in any way in it's current form but I feel like there's still a bit too much inconsistency in the way it compares to other spells... And I feel like there's a lot of directions a guy could go to make it more consistent... To start with, pretty much every 1st level spell (now that I've actually taken the time to compare) is a one and done kind of effect which might have more than one instance of damage or a lingering effect for one round. I wouldn't say this spell can't be 1st level (I actually think the uniqueness of it as a 1st level spell is a point in it's favor as long as it's properly balanced) but bumping it up to 2nd level would open up a lot of potential leeway imo. Either way, I personally think it should be balanced around being a 1 minute concentration spell like Dragon's Breath (1 bonus action to cast, 1 action to activate each turn) or Flaming Sphere (1 action to cast, 1 bonus action to activate each turn.) Or possibly even like Melf's Minute Meteors with a 10 minute concentration but a charge system that only lets you shoot so many per turn and total. If I was committed to 1st level and no concentration (which really does have it's appeal) I feel it should last a full minute but the damage should drop to 1d4 per hit, maybe 2d4 per hit if the initial cast was a full action instead of a bonus action, but at that point I'm really feeling like it should just look similar to Melf's Minute Meteors (maybe with 9 charges, can expend three per turn and each does 1d4) and should prolly have concentration...