I realize that we all have different play experiences and preferences that affect how we perceive and discuss the game, so it is with some trepidation that I offer some suggestions for improving this perennial 'red' rated spell to make it a viable choice in more than very niche situations. I get the feeling that this spell was inspired by the Star Wars Sith Lightning that Palpatine uses, though I have no way of confirming that. I also get the impression that the spell was put in especially for Warlocks, with the name and vibe it creates, allowing them to start out using it at first level and benefit from the Warlock's free auto scaling, though, once again, I have no confirmation.
The problem is that the spell kinda sucks. It sounds cool, but really, with all the restrictions on it: Concentration, ranged spell attack, uses your action every round, 30' range, etc. it really does not deliver. So what are ways to tweak the spell without overpowering it? Here are a few options, ranging from mild to more radical:
A) Keep the spell as is but with one addition: the target also looses its reactions while suffering the effects of the spell. This gives the spell a little more oomph, though it is debatable if that is enough for most situations. It could come in handy for allowing allies to retreat safely, or as a way to deny Legendary opponents reactions without having to worry about legendary resistance.
B) Keep the spell as is but the caster makes an new ranged spell attack every round against a target of his/her choice. If it is the target was hit last round, the caster has advantage to the attack roll. This option allows re-targeting if the subject dies or another target takes priority, making it a decent mook swatter (at least at low levels). The downside is that it does not scale well, as the attacks beyond the first will not have the extra damage and will eventually be outclassed by cantrips. Also I would be tempted to have misses (outside of the first round) not end the spell.
C) Add to the effects that the target of the spell become grappled (speed reduced to 0) if they are no more than one size category larger than the caster, with the opportunity to use an action and make a strength (athletics) or dex (acrobatics) check against the caster's spell DC to escape the grapple per the grappling rules. This is probably the most radical proposal, as imposing the grappled status effect probably has more balance implications, not to mention makes the spell more complex and 'rulesey' by bringing in the the grappling rules and such. I might be tempted to reduce the damage dice on subsequent rounds because the spell might be to good in some situations. Indeed, with a high enough caster DC (or a target with little facility to escape a grapple) the spell would pretty much lock a target in place for the full duration, barring allied assistance.
Well those are some of the options we came up with, though I'm not completely happy with any of them. Would you use the spell with one of these upgrades? Would it be too good?
P.S. new house rule: the spell incapacitates the target as long as the player of the caster shouts "UNLIMITED POWER!" every round.
The problem is that the spell kinda sucks. It sounds cool, but really, with all the restrictions on it: Concentration, ranged spell attack, uses your action every round, 30' range, etc. it really does not deliver. So what are ways to tweak the spell without overpowering it? Here are a few options, ranging from mild to more radical:
A) Keep the spell as is but with one addition: the target also looses its reactions while suffering the effects of the spell. This gives the spell a little more oomph, though it is debatable if that is enough for most situations. It could come in handy for allowing allies to retreat safely, or as a way to deny Legendary opponents reactions without having to worry about legendary resistance.
B) Keep the spell as is but the caster makes an new ranged spell attack every round against a target of his/her choice. If it is the target was hit last round, the caster has advantage to the attack roll. This option allows re-targeting if the subject dies or another target takes priority, making it a decent mook swatter (at least at low levels). The downside is that it does not scale well, as the attacks beyond the first will not have the extra damage and will eventually be outclassed by cantrips. Also I would be tempted to have misses (outside of the first round) not end the spell.
C) Add to the effects that the target of the spell become grappled (speed reduced to 0) if they are no more than one size category larger than the caster, with the opportunity to use an action and make a strength (athletics) or dex (acrobatics) check against the caster's spell DC to escape the grapple per the grappling rules. This is probably the most radical proposal, as imposing the grappled status effect probably has more balance implications, not to mention makes the spell more complex and 'rulesey' by bringing in the the grappling rules and such. I might be tempted to reduce the damage dice on subsequent rounds because the spell might be to good in some situations. Indeed, with a high enough caster DC (or a target with little facility to escape a grapple) the spell would pretty much lock a target in place for the full duration, barring allied assistance.
Well those are some of the options we came up with, though I'm not completely happy with any of them. Would you use the spell with one of these upgrades? Would it be too good?
P.S. new house rule: the spell incapacitates the target as long as the player of the caster shouts "UNLIMITED POWER!" every round.