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<blockquote data-quote="Kinematics" data-source="post: 7320440" data-attributes="member: 6932123"><p>This thread will be a collection of spell and class balance questions I have.</p><p></p><p></p><p>1) I'm trying to build a yuki-onna/storm sorcerer with more of a focus on ice spells than lightning spells. (Currently still has a balance of both, because I'm not ready to completely rewrite the subclass.) Along the way, trying to find thematic spells I could use, I discovered Fog of Viscidity in the <em>Elminster's Guide to Magic</em> collection/homebrew, and I realized that it is effectively a snow-based Fog Cloud. Further, it's basically a midpoint between Fog Cloud and Sleet Storm.</p><p></p><p>As such, I considered an entire line of "winter" spells that focus on this general theme, with the above three, and adding a 'Blizzard' spell above them.</p><p></p><p>The first question is whether the new spells would be considered balanced for their level, and if not, why not?</p><p></p><p>The second question would be whether these seem appropriate as part of a set of bonus spells, or if they should just be a line of replacement spells? That is, would a set of bonus spells seem balanced when one line of the spells is just an ever more elaborate version of the same spell? (I know the bonus spells were removed from the Storm Sorcerer, but I just can't see how you can make a functional mage that follows that theme (ie: "storm", rather than, "a few lightning spells") without those extra spells. But that's a separate issue.)</p><p></p><p></p><p>Here's the spell descriptions, including Fog Cloud and Sleet Storm for comparison.</p><p></p><p>[sblock=Fog Cloud]</p><p><strong>Fog Cloud</strong></p><p>Level 1 Conjuration</p><p>Casting Time: 1 action</p><p>Range: 120 feet</p><p>Components: V, S</p><p>Duration: Concentration, up to 1 hour</p><p></p><p>You create a 20-foot-radius sphere of fog centered on a point within range. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. </p><p></p><p>At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the radius of the fog cloud increases by 20 feet for each slot level above 1st. </p><p>[/sblock]</p><p></p><p>[sblock=Snow Flurry]</p><p><strong>Snow Flurry</strong></p><p>Level 2 Conjuration</p><p>Casting Time: 1 action</p><p>Range: 120 feet</p><p>Components: V, S</p><p>Duration: Concentration, up to 1 hour</p><p></p><p>You create a 30-foot-radius sphere of swirling snow centered on a point within range. The sphere spreads around corners, and the area is heavily obscured. The snow is thick, and clings to anyone in its area of effect, causing the region to be difficult terrain.</p><p></p><p>At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the radius of the snow flurry increases by 30 feet for each slot level above 2nd. </p><p>[/sblock]</p><p></p><p>Changes from Fog Cloud to Snow Flurry:</p><p>+10 feet radius</p><p>Is difficult terrain</p><p></p><p></p><p>[sblock=Sleet Storm]</p><p><strong>Sleet Storm</strong></p><p>Level 3 Conjuration</p><p>Casting Time: 1 action</p><p>Range: 150 feet</p><p>Components: V, S, M (a pinch of dust and a few drops of water)</p><p>Duration: Concentration, up to 1 minute</p><p></p><p>Until the spell ends, freezing rain and sleet fall in a 20-foot-tall cylinder with a 40-foot radius centered on a point you choose within range. The area is heavily obscured, and exposed flames in the area are doused.</p><p></p><p>The ground in the area is covered with slick ice, making it difficult terrain. When a creature enters the spell’s area for the first time on a turn or starts its turn there, it must make a Dexterity saving throw. On a failed save, it falls prone.</p><p></p><p>If a creature is concentrating in the spell’s area, the creature must make a successful Constitution saving throw against your spell save DC or lose concentration. </p><p>[/sblock]</p><p></p><p>[sblock=Blizzard]</p><p><strong>Blizzard</strong></p><p>Level 4 Conjuration</p><p>Casting Time: 1 action</p><p>Range: 150 feet</p><p>Components: V, S, M (a pinch of dust and a few drops of water)</p><p>Duration: Concentration, up to 1 minute</p><p></p><p>Until the spell ends, howling winds drive snow throughout a 30-foot-tall cylinder with a 40-foot radius centered on a point you choose within range. The area is heavily obscured, and exposed flames in the area are doused.</p><p></p><p>The ground in the area is covered with thick snow, and the howling winds deafen anyone within. The entire area is difficult terrain (including for flyers), and physical ranged attacks have disadvantage if they pass in or out of the area. Each turn that a creature affected by the obscure effect attempts to begin a move, it must make a successful Wisdom (Survival) check against your spell save DC or end up moving in a random direction.</p><p></p><p>When a creature enters the spell’s area for the first time on a turn or starts its turn there, it must make a Strength saving throw. On a failed save, it is considered restrained by the accumulating snow drifts, and takes 2d6 cold damage. {Optional: Each turn this spell is maintained, the difficulty of this check increases by 1.}</p><p></p><p>If a creature is concentrating in the spell’s area, the creature must make a successful Constitution saving throw against your spell save DC or lose concentration. </p><p></p><p>At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage done is increased by 1d6 for each level above 4th. </p><p>[/sblock]</p><p></p><p>Changes from Sleet Storm to Blizzard:</p><p>+10 feet height</p><p>Difficult terrain for flyers (in addition to walkers) due to wind+cold</p><p>Physical ranged attacks have disadvantage due to wind</p><p>Save Str or restrained, instead of save Dex or prone.</p><p>Take 2d6 cold damage on failed check.</p><p>Can lose sense of direction</p></blockquote><p></p>
[QUOTE="Kinematics, post: 7320440, member: 6932123"] This thread will be a collection of spell and class balance questions I have. 1) I'm trying to build a yuki-onna/storm sorcerer with more of a focus on ice spells than lightning spells. (Currently still has a balance of both, because I'm not ready to completely rewrite the subclass.) Along the way, trying to find thematic spells I could use, I discovered Fog of Viscidity in the [I]Elminster's Guide to Magic[/I] collection/homebrew, and I realized that it is effectively a snow-based Fog Cloud. Further, it's basically a midpoint between Fog Cloud and Sleet Storm. As such, I considered an entire line of "winter" spells that focus on this general theme, with the above three, and adding a 'Blizzard' spell above them. The first question is whether the new spells would be considered balanced for their level, and if not, why not? The second question would be whether these seem appropriate as part of a set of bonus spells, or if they should just be a line of replacement spells? That is, would a set of bonus spells seem balanced when one line of the spells is just an ever more elaborate version of the same spell? (I know the bonus spells were removed from the Storm Sorcerer, but I just can't see how you can make a functional mage that follows that theme (ie: "storm", rather than, "a few lightning spells") without those extra spells. But that's a separate issue.) Here's the spell descriptions, including Fog Cloud and Sleet Storm for comparison. [sblock=Fog Cloud] [B]Fog Cloud[/B] Level 1 Conjuration Casting Time: 1 action Range: 120 feet Components: V, S Duration: Concentration, up to 1 hour You create a 20-foot-radius sphere of fog centered on a point within range. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the radius of the fog cloud increases by 20 feet for each slot level above 1st. [/sblock] [sblock=Snow Flurry] [B]Snow Flurry[/B] Level 2 Conjuration Casting Time: 1 action Range: 120 feet Components: V, S Duration: Concentration, up to 1 hour You create a 30-foot-radius sphere of swirling snow centered on a point within range. The sphere spreads around corners, and the area is heavily obscured. The snow is thick, and clings to anyone in its area of effect, causing the region to be difficult terrain. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the radius of the snow flurry increases by 30 feet for each slot level above 2nd. [/sblock] Changes from Fog Cloud to Snow Flurry: +10 feet radius Is difficult terrain [sblock=Sleet Storm] [B]Sleet Storm[/B] Level 3 Conjuration Casting Time: 1 action Range: 150 feet Components: V, S, M (a pinch of dust and a few drops of water) Duration: Concentration, up to 1 minute Until the spell ends, freezing rain and sleet fall in a 20-foot-tall cylinder with a 40-foot radius centered on a point you choose within range. The area is heavily obscured, and exposed flames in the area are doused. The ground in the area is covered with slick ice, making it difficult terrain. When a creature enters the spell’s area for the first time on a turn or starts its turn there, it must make a Dexterity saving throw. On a failed save, it falls prone. If a creature is concentrating in the spell’s area, the creature must make a successful Constitution saving throw against your spell save DC or lose concentration. [/sblock] [sblock=Blizzard] [B]Blizzard[/B] Level 4 Conjuration Casting Time: 1 action Range: 150 feet Components: V, S, M (a pinch of dust and a few drops of water) Duration: Concentration, up to 1 minute Until the spell ends, howling winds drive snow throughout a 30-foot-tall cylinder with a 40-foot radius centered on a point you choose within range. The area is heavily obscured, and exposed flames in the area are doused. The ground in the area is covered with thick snow, and the howling winds deafen anyone within. The entire area is difficult terrain (including for flyers), and physical ranged attacks have disadvantage if they pass in or out of the area. Each turn that a creature affected by the obscure effect attempts to begin a move, it must make a successful Wisdom (Survival) check against your spell save DC or end up moving in a random direction. When a creature enters the spell’s area for the first time on a turn or starts its turn there, it must make a Strength saving throw. On a failed save, it is considered restrained by the accumulating snow drifts, and takes 2d6 cold damage. {Optional: Each turn this spell is maintained, the difficulty of this check increases by 1.} If a creature is concentrating in the spell’s area, the creature must make a successful Constitution saving throw against your spell save DC or lose concentration. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage done is increased by 1d6 for each level above 4th. [/sblock] Changes from Sleet Storm to Blizzard: +10 feet height Difficult terrain for flyers (in addition to walkers) due to wind+cold Physical ranged attacks have disadvantage due to wind Save Str or restrained, instead of save Dex or prone. Take 2d6 cold damage on failed check. Can lose sense of direction [/QUOTE]
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