2 spells: Verdict?

What do you think of the spells?

  • Satisfactory

    Votes: 2 18.2%
  • They suck (for whatever reason)

    Votes: 9 81.8%

turtle

First Post
Jenner's Minor Ray
Divination
Level: 1 (W/S)
Components: S
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Target: One creature
Effect: Ray
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

A Ray of Force shoots at your target, guided by intuitive insight to your target's immediate future. Your ranged touch attack has a +20 insight bonus to hit. The Ray deals 1d4+1 points of damage. Every level you gain 1 additional damage added (maximum 10). {at second level you do 1d4+2, at third 1d4+3, etc...)

Stabilize
Transmutation
Level: 0 (W/S/Bard)
Components: V, F
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: 1 minute / level
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)

This spell slows the functions of a body, temporarily stabilizing an unconscious or dying companion.
 

log in or register to remove this ad


For future reference, this kind of thing belongs in the House Rules forum. A moderator will most likely be moving it there in the near future.


turtle said:
Jenner's Minor Ray
Divination
Level: 1 (W/S)
Components: S
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Target: One creature
Effect: Ray
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

A Ray of Force shoots at your target, guided by intuitive insight to your target's immediate future. Your ranged touch attack has a +20 insight bonus to hit. The Ray deals 1d4+1 points of damage. Every level you gain 1 additional damage added (maximum 10). {at second level you do 1d4+2, at third 1d4+3, etc...)
The spell combines True Strike with a ray of force. I would not allow the spell to have the True Strike affect. Drop this out of the spell and make the damage 1d6 + 1d6 every other level with a max of 5d6 at 9th level. This will keep it at first level.

Stabilize
Transmutation
Level: 0 (W/S/Bard)
Components: V, F
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: 1 minute / level
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)

This spell slows the functions of a body, temporarily stabilizing an unconscious or dying companion.
Make it a cleric/druid spell and perhaps give it to bards. Keep this kind of thing away from the wizards and sorcerers. That is clearly the intent of the D&D designers.
 

advice

The spell combines True Strike with a ray of force. I would not allow the spell to have the True Strike affect.

Or make it 2nd lvl

Make the Stabilize spell duration instantaneous, its underpowered for 0-lvl.

a cure minor wound spell does the same AND cures 1 HP.

the difference between them could be that with CMW you have to touch the target, and stabilize is ranged, and thats a great and useful idea for combat.

keep it for WS and B

i liked stabilize very much

:)
 
Last edited:

Make it a cleric/druid spell and perhaps give it to bards. Keep this kind of thing away from the wizards and sorcerers. That is clearly the intent of the D&D designers.

it doesnt cure HP, so theres a big difference IMO
 


quote:
--------------------------------------------------------------------------------
Originally posted by turtle
Jenner's Minor Ray
Divination
Level: 1 (W/S)
Components: S
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Target: One creature
Effect: Ray
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

A Ray of Force shoots at your target, guided by intuitive insight to your target's immediate future. Your ranged touch attack has a +20 insight bonus to hit. The Ray deals 1d4+1 points of damage. Every level you gain 1 additional damage added (maximum 10). {at second level you do 1d4+2, at third 1d4+3, etc...)
--------------------------------------------------------------------------------

This seems underpowered to me when compared to magic missile. Auto hit and would deal the same damage or more at most levels.

I agree that stabilize needs to have the instantaneous duration.
 

Oops about the wrong forum... Anyway Jenner's Minor Ray is less powerful than Magic Missle.

Magic Missle is auto-hit, can hit up to 5 opponents at 10th level and does an avg. 17.5 max 25 damage at 10th level.

Minor Ray gets +20 to hit (misses on a 1, crit on 20), can only hit 1 opponent at 10th level and does avg. 12.5 max 14 at level 10.

It is also less powerful than True Strike, as True Strike can be used for Arrows of Slaying, and special attacks (such as smite, etc). Minor Ray can only be used for Minor Ray

What do you think? Viable?
 

Jenner's Minor Ray shouldn't be a Divination spell.

As for wizards/sorcerers having nothing to do with healing, I don't see why it should be this way. Clerics can do almost everything a wizard can, especially with the appropriate domains (Travel, especially). Why couldn't wizards do some kind of (very minor) healing?I would allow arcane spells that transfer a limited amount of hit points from the caster to a target, for instance.

Anyway, Stabilize is a fine spell, although I'd put it in the school of necromancy.
 

What school should Minor Ray go into? I thought it would be cool to add an offensive spell to the divination school... That is part of the reason it is weaker than magic missle.
 

Remove ads

Top