Two new spells: Lag Behind and Telekinetic Explosion

Farland

Explorer
Lag Behind

1st-level enchantment
Casting Time: 1 bonus action
Range: 60 feet
Components: V, S, M (a small copper disk)
Duration: Instantaneous

The target of this spell must succeed on a Wisdom saving throw or immediately be ranked last in the initiative order, acting last in the round.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, you can target an additional 2 creatures for each slot level above 1st.

Telekinetic Explosion

3rd-level evocation
Casting Time: 1 action
Range: 150 feet
Components: V, S, M (a tiny ball of wax)
Duration: Instantaneous

You gesture at a point you choose within range and provoke an explosive telekinetic wave of force. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A creature takes 6d6 force damage on a failed save, or half as much damage on a successful one. Creatures who fail their Dexterity saving throw must make a Strength saving throw. On a failed saving throw, the creature is pushed 10 feet away from the point of origin of the telekinetic explosion and knocked prone.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.


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Please critique. Here are some specific questions. Should Lag Behind be level 1 or a cantrip?

For TE, should I make the pushback and prone automatic on a failed save instead of allowing a second save? And if so, should I lower the damage to 5d6 since resistance to force is rare?
 

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Lag Behind

1st-level enchantment
Casting Time: 1 bonus action
Range: 60 feet
Components: V, S, M (a small copper disk)
Duration: Instantaneous

The target of this spell must succeed on a Wisdom saving throw or immediately be ranked last in the initiative order, acting last in the round.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, you can target an additional 2 creatures for each slot level above 1st.

Telekinetic Explosion

3rd-level evocation
Casting Time: 1 action
Range: 150 feet
Components: V, S, M (a tiny ball of wax)
Duration: Instantaneous

You gesture at a point you choose within range and provoke an explosive telekinetic wave of force. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A creature takes 6d6 force damage on a failed save, or half as much damage on a successful one. Creatures who fail their Dexterity saving throw must make a Strength saving throw. On a failed saving throw, the creature is pushed 10 feet away from the point of origin of the telekinetic explosion and knocked prone.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.


-----

Please critique. Here are some specific questions. Should Lag Behind be level 1 or a cantrip?

For TE, should I make the pushback and prone automatic on a failed save instead of allowing a second save? And if so, should I lower the damage to 5d6 since resistance to force is rare?

Lag Behind seems appropriate to me as a 1st-level spell. If you were to change it to a cantrip you would need to alter the "At higher levels" description to the standard cantrip escalation at 5th, 11th, and 17th level. As a cantrip, I would choose to limit each escalation to just one additional target. Overall, I like this spell.

Telekinetic Explosion could be simplified to just the one (Dexterity) saving throw; it the target fails the save, it takes damage, is pushed, and knocked prone. If the save is successful, the target takes half damage but is neither pushed nor knocked prone. As a variant on a successful save, the target still takes half damage, but can then choose either to be pushed or knocked prone, but will not suffer both of those effects.

Re your question about force resistance, although resistance to force energy is rare, it may become less so with future releases, so I would just let the resistance RAW stand. 6d6 damage for the base 3rd-level TE spell is reasonable, considering that a 3rd-level Fireball does 8d6 damage.
 
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