It's out? Cool!
And now I'm *really* nervous!
Cheers!
And now I'm *really* nervous!
Cheers!
thank you, and you might have just sold them a book...
My players got their first taste of it a few nights ago, when I handed them an NPC character sheet containing a lost spell. Their reaction was, "whoa, the necromancer is teaching his acolytes spells we've never heard of? This guy might be scarier than we thought."
Steve
What level is Iron Core?Steel Butterflies should be Instantaneous; it's a copy & paste error which we missed. (I'd copy & paste the header for each spell then edit it. Obviously missed it in this case, and then we missed it during editing/proof-reading as well!)
And yes, the spell ranges are a bit odd. Apologies for that; feel free to adjust them to the nearest multiple of 30 feet for your game. (Not that I need to give you permission).
I'm curious as to the reasons you think Caustic Spittle is overpowered. I mean, I can see how it can be a fantastic spell, but it comes with quite a few drawbacks.
Iron Core - it is certainly a spell where I pushed the limits. Maybe too far. Not sure.
Cheers!
For Caustic Spittle, I think the biggest potential issue is being able to use it from stealth. If you get the jump on someone, you can easily do like 8d6 to 12d6, which is pretty crazy for a level 1 spell. The next best first level spell would be doing 4d6, so it is up to 3 times the damage. Now, I know there are a big drawbacks and risks with the spell, but using it from surprise would remove a lot of the real downside.I'm curious as to the reasons you think Caustic Spittle is overpowered. I mean, I can see how it can be a fantastic spell, but it comes with quite a few drawbacks.
Iron Core
4th-level abjuration
Cleric, Paladin
Components: V, S
Casting Time: 1 action
Duration: 1 day
Range: Touch
Area of Effect: 1 creature
Saving Throw: None
One willing creature that you touch gains a pool of 5 fortune points. If the creature makes a saving throw and dislikes the result, it can spend a fortune point to reroll the save. The decision to reroll must be made immediately, before any effects of the failed saving throw are determined. The result from the reroll must be used. The spell ends when all the fortune points have been used or at the end of the creature’s next long rest.