D&D 5E Homebrew Spell Review!

doctorbadwolf

Heretic of The Seventh Circle
Do you think that Circle of Power is a reasonable set of effects for a 5th level spell? I think that's a good comparison point for balance, here. Both spells make it harder to affect creatures inside with magic; and both have a damage resistance component.

Circle of Power has the following advantages:
  • It's a bigger area
  • It gives better damage reduction to creatures inside, which doesn't use a reaction
  • It's mobile

This spell has the following advantages:
  • Lower level
  • An AC bonus
  • Temp HP, which refresh whenever anybody takes elemental or force damage
  • The resistance feature applies to all damage of the designated types, not just from spells that involve saves
  • A significantly greater disincentive to target creatures inside with spells; blindness and subject to a future incapacitated effect is definitely worse than just giving advantage on saves. Even the blindness on its own is worse.

I think if you made it 5th level, removed the "use an action to incapacitate" bit, and made the temp HP one time only, you'd have a spell that was roughly comparable to the other (quite good, in most people's opinion) 5th level circle of protection vs magic.
Honestly circle of power reads as kinda weak for 5th level, imo.
 

log in or register to remove this ad

Esker

Hero
Honestly circle of power reads as kinda weak for 5th level, imo.

Really?? If I'm facing enemies whose threats are primarily magical, I would reach for either Wall of Force (if divide and conquer seemed like the move and/or if the magical threats were mostly non-damage based) or Circle of Power (potentially a better use of a slot than WoF vs damage-based magic). Maybe Animate Objects if they didn't resist non-magical damage and I just wanted to brute force it. But WoF and AA are probably the two best 5th level spells in the game; I certainly wouldn't put CoP on their level overall, but only because it's somewhat more situational (though useful in a very common situation at the level where you are able to use it).
 

doctorbadwolf

Heretic of The Seventh Circle
Really?? If I'm facing enemies whose threats are primarily magical, I would reach for either Wall of Force (if divide and conquer seemed like the move and/or if the magical threats were mostly non-damage based) or Circle of Power (potentially a better use of a slot than WoF vs damage-based magic). Maybe Animate Objects if they didn't resist non-magical damage and I just wanted to brute force it. But WoF and AA are probably the two best 5th level spells in the game; I certainly wouldn't put CoP on their level overall, but only because it's somewhat more situational (though useful in a very common situation at the level where you are able to use it).
Sure, it's good. More powerful than the spell I've built. I just think it's on the weaker half of 5th level spells, if you discount any actual trap options.

But 5th is also, IMO, one of the weirdest spell levels in terms of comparing spells for balance. It's a weird level.

But anyway, Arcane Maze (the op spell) seems to be within 4th levels power band, at this point. I still don't take "it does too many things" seriously as a criticism. It isn't inherently more powerful to heal 5 and damage 5 than to heal or damage 10.
 


How would anyone react to a spell whose casting time is 2 rounds with regard to power balance? I am getting the argument regarding action economy of the spell, but what if, instead of removing capabilities or upping the spell level, the balance came from spending several turn (2, 3...X) to cast the spell ? 1 minute is too long for a combat spell, but what about something in-between? I don't think there are spells with casting time between "one action" and "one minute"...
 

doctorbadwolf

Heretic of The Seventh Circle
@doctorbadwolf can you link the most updated version?
Considering the nature of your last couple comments? Nah Im good.
How would anyone react to a spell whose casting time is 2 rounds with regard to power balance? I am getting the argument regarding action economy of the spell, but what if, instead of removing capabilities or upping the spell level, the balance came from spending several turn (2, 3...X) to cast the spell ? 1 minute is too long for a combat spell, but what about something in-between? I don't think there are spells with casting time between "one action" and "one minute"...

Yeah I do think there was room for spells like that, but...I’m not sure how to feel about adding spells like that when the system otherwise lacks them. 1 Minute casting time delineates that it isn’t a spell you use during combat, but either before or entirely outside of combat. 2+ rounds is...hard.It isn’t as powerful as using both rounds to cast 2 spells of half the power, but how great is the disparity? A spell level? A few dice worth of extra effect? Idk.
 

Blue

Ravenous Bugblatter Beast of Traal
But anyway, Arcane Maze (the op spell) seems to be within 4th levels power band, at this point. I still don't take "it does too many things" seriously as a criticism. It isn't inherently more powerful to heal 5 and damage 5 than to heal or damage 10.
But it IS often more powerful to heal or damage 10 than to heal 5 and damage 5 separately.

Let's look at the whole picture. Let's look at Action Economy, and at Concentration as a resource

Action economy
Compare these spells (the second I'm making up, riffing on Green Flame Blade).

True Strike: Spend you action casting so your first melee attack next round gets advantage.
"True Blade": Make a melee attack with advantage.

Both give you advantage on the melee strike. One though combines the actions. Otherwise it's a single slot, etc.

Result: It is more powerful to combine multiple things into one spell so you are only spending one action casting.

Concentration
Concentration spells often are more powerful because they require concentration. Compare Blindness/Deafness to Hold Person. Both 2nd level, 1 minute, save at end of every round. But one will cause advantage/disadvantage, while the other will stop all actions, give advantage, and give auto crits. The ONLY difference between them is Concentration.

Result: Combining two spell effects that both require Concentration to be balance, yet only "paying" Concentration once, is a big increase in power.

As you can see, there can be great power boost in doing many things in one spell.
 

doctorbadwolf

Heretic of The Seventh Circle
But it IS often more powerful to heal or damage 10 than to heal 5 and damage 5 separately.

Let's look at the whole picture. Let's look at Action Economy, and at Concentration as a resource

Action economy
Compare these spells (the second I'm making up, riffing on Green Flame Blade).

True Strike: Spend you action casting so your first melee attack next round gets advantage.
"True Blade": Make a melee attack with advantage.

Both give you advantage on the melee strike. One though combines the actions. Otherwise it's a single slot, etc.

Result: It is more powerful to combine multiple things into one spell so you are only spending one action casting.

Concentration
Concentration spells often are more powerful because they require concentration. Compare Blindness/Deafness to Hold Person. Both 2nd level, 1 minute, save at end of every round. But one will cause advantage/disadvantage, while the other will stop all actions, give advantage, and give auto crits. The ONLY difference between them is Concentration.

Result: Combining two spell effects that both require Concentration to be balance, yet only "paying" Concentration once, is a big increase in power.

As you can see, there can be great power boost in doing many things in one spell.

Sure, it can be. It isn't inherently so.
IMO, this isn't a case where it is.
 

Quartz

Hero
IMO, this isn't a case where it is.

I disagree. You're combining Alarm, Aid, Protection from Energy, and - to some extent - Blindness and Power Word Stun with no HP limit. And those last two repeat. And you're dropping the Concentration requirement. This is far too powerful for a 5th level spell and should be an 8th level spell at least. You are getting 5 effects for the price of one.
 


Remove ads

Top