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<blockquote data-quote="Noah Ivaldi" data-source="post: 6835881" data-attributes="member: 6797143"><p>Earth Blast: I meant that you could just take MMM, give it this name, change its school (likely transmutation, but conjuration works if you summon rocks in stead of using the ground), turn the range to 90 feet, replace "meteor" with "boulder," replace "fire" with "bludgeoning," slap it onto the druid list, and call it good. It doesn't make a wombo combo with Call Lightning because both require concentration. If you want it to remain a cantrip, take Acid Splash renamed, make the damage bludgeoning, drop its range to 30 feet, give it to druids, sorcerers, and wizards, and bam, done.</p><p>I think that it'll be hard to make more lightning cantrips without redundancy mainly because Shocking Grasp is so good. People say that the range doesn't sit well with them, but melee attacks don't have disadvantage when the target is next to an ally, when you're next to an enemy, and deal with cover less often. People forget about those things.</p><p></p><p>Since the only spells that can create weaponry are Alter Self (natural weapons, magical specified), Fabricate (if you're proficient in the appropriate tools, nonmagical specified), Stone Shape (unspecified, but if your DM allows you to make it a magical weapon, (s)he's stupid and bad), and Wish (. . .), I don't think that that's a thing.</p><p></p><p>Explosion: Earth Tremor's weak if you think that you can stomp and kill everyone around you. That's Thunderwave's job, ahaha! Okay, but really, Earth Tremor doesn't look as good to you (i.e. your table) because you're not using it right. Its power is commensurate with the melee attackers that you have, as it involves the prone condition.</p><p>Run into a group. Knock 'em down. Your allies follow up with melee attacks with advantage, power attacking, Sneak Attacking, and otherwise just laying a beatdown. We didn't get put in an initiative order for this? That's what the "Ready" action is for. Oops, there goes half the enemies in the first round because their durability is based more on AC than HP, and advantage is great.</p><p>Are you trying to run away? Are spells that mitigate movement by 10 feet (Ray of Frost, one beam of Repelling Blast, Thunderwave . . .) just not enough? Know what is? Knocking someone down to make them spend half their movement getting up, then giving them 20 feet (10-foot radius = 20-foot diameter, so just nail them with one edge and keep running in the same direction) of difficult terrain to mull through. A 30' speed guy just got 25' this round, 1d6 damage, you still got your movement, and that's without help.</p><p>Yeah, if every encounter is something that you can handle, minor encounters never occur to slow you down when you're in a hurry to get somewhere, and no one ever has to make fight-or-flight choices, Earth Tremor looks like crap. With kiting actually meaning something, it still doesn't look fantastic, but it looks worthy of a 1st-level slot. I can agree that making a spell just above Earth Tremor may be fine, but Explosion has entirely too much going for it.</p><p></p><p>Hush: It does sound neat. Call the next Boots of Elvenkind that you hand out "Hushing Boots."</p><p></p><p>Listening Coin: That beginning duration still sounds too generous to me, but moving it to Lv2 is a good start.</p><p></p><p>Wizards already get access to most things, so that part of Sandblaster didn't bother me. It's the fact that it was just too good for a Lv1 spell.</p><p></p><p>I want to move on to the next level, but life is hard and bed is soft . . .</p></blockquote><p></p>
[QUOTE="Noah Ivaldi, post: 6835881, member: 6797143"] Earth Blast: I meant that you could just take MMM, give it this name, change its school (likely transmutation, but conjuration works if you summon rocks in stead of using the ground), turn the range to 90 feet, replace "meteor" with "boulder," replace "fire" with "bludgeoning," slap it onto the druid list, and call it good. It doesn't make a wombo combo with Call Lightning because both require concentration. If you want it to remain a cantrip, take Acid Splash renamed, make the damage bludgeoning, drop its range to 30 feet, give it to druids, sorcerers, and wizards, and bam, done. I think that it'll be hard to make more lightning cantrips without redundancy mainly because Shocking Grasp is so good. People say that the range doesn't sit well with them, but melee attacks don't have disadvantage when the target is next to an ally, when you're next to an enemy, and deal with cover less often. People forget about those things. Since the only spells that can create weaponry are Alter Self (natural weapons, magical specified), Fabricate (if you're proficient in the appropriate tools, nonmagical specified), Stone Shape (unspecified, but if your DM allows you to make it a magical weapon, (s)he's stupid and bad), and Wish (. . .), I don't think that that's a thing. Explosion: Earth Tremor's weak if you think that you can stomp and kill everyone around you. That's Thunderwave's job, ahaha! Okay, but really, Earth Tremor doesn't look as good to you (i.e. your table) because you're not using it right. Its power is commensurate with the melee attackers that you have, as it involves the prone condition. Run into a group. Knock 'em down. Your allies follow up with melee attacks with advantage, power attacking, Sneak Attacking, and otherwise just laying a beatdown. We didn't get put in an initiative order for this? That's what the "Ready" action is for. Oops, there goes half the enemies in the first round because their durability is based more on AC than HP, and advantage is great. Are you trying to run away? Are spells that mitigate movement by 10 feet (Ray of Frost, one beam of Repelling Blast, Thunderwave . . .) just not enough? Know what is? Knocking someone down to make them spend half their movement getting up, then giving them 20 feet (10-foot radius = 20-foot diameter, so just nail them with one edge and keep running in the same direction) of difficult terrain to mull through. A 30' speed guy just got 25' this round, 1d6 damage, you still got your movement, and that's without help. Yeah, if every encounter is something that you can handle, minor encounters never occur to slow you down when you're in a hurry to get somewhere, and no one ever has to make fight-or-flight choices, Earth Tremor looks like crap. With kiting actually meaning something, it still doesn't look fantastic, but it looks worthy of a 1st-level slot. I can agree that making a spell just above Earth Tremor may be fine, but Explosion has entirely too much going for it. Hush: It does sound neat. Call the next Boots of Elvenkind that you hand out "Hushing Boots." Listening Coin: That beginning duration still sounds too generous to me, but moving it to Lv2 is a good start. Wizards already get access to most things, so that part of Sandblaster didn't bother me. It's the fact that it was just too good for a Lv1 spell. I want to move on to the next level, but life is hard and bed is soft . . . [/QUOTE]
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