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<blockquote data-quote="ccooke" data-source="post: 7318657" data-attributes="member: 6695890"><p>Hmm. I think you need to rethink a few things in your balancing. Some examples built with your material:</p><p></p><p>[sblock=Greater Greater Invisibility]</p><p><strong><em>Greater Greater Invisibility</em></strong></p><p>Target:</p><p> Creature (1)</p><p>Range:</p><p> Touch (0)</p><p>Challenge:</p><p> Saving throw for no damage (1)</p><p>Effects:</p><p> 1d4 healing (1)</p><p>Status Effects:</p><p> Invisible 10 rounds (10)</p><p>Casting Time:</p><p> Bonus Action (3)</p><p>Recipe Aid:</p><p> Verbal component: (-2)</p><p> Somatic component: (-1)</p><p> Material (focus): (-1)</p><p></p><p>Total: 1 + 1 + 1 + 10 + 3 -2 -1 -1 = 14mp</p><p></p><p>This is a spell that a first level character can cast twice per day. It heals 1d4 hit points on the target (because by the RAW you <em>must</em> have an effect, and there's no option for "No effect"), then makes them invisible for 1 minute without concentration.</p><p>If that first-level character wishes, they can cast it twice per day *and* attack once per casting without breaking invisibility. At 2nd level, they can cast it three times and have a total of 16 rounds of attacks without breaking invisibility.</p><p>[/sblock]</p><p></p><p>[sblock=Magic Missile]</p><p><strong><em>Magic Missile</em></strong></p><p>Target:</p><p> Creature (1)</p><p>Range:</p><p> 3 bolts, 120'. 4 for first 8 for 2&3 20p</p><p>Challenge:</p><p> No save/attack (double cost)</p><p>Effects:</p><p> 3d6 (2+3+4) 9</p><p> Force: 1</p><p>Casting time:</p><p> Action (0)</p><p>Recipe aid:</p><p> Mat Foc (-1)</p><p> Verb (-2)</p><p> Som (-1)</p><p></p><p>-4 + 10 + 20 + 1 = 27 * 2 = 54</p><p></p><p>This is the equivalent of 1st-level magic missile. It's using 1d6 vs 1d4+1, because the average damage is the same. It has three bolts, which means it can't actually be <em>cast</em> until level 5, but that's reasonable because it's impossible to cast at 1st level anyway. Even a level 2 caster would have trouble casting anything else in the same day.</p><p>[/sblock]</p><p></p><p>[sblock=Firebolt]</p><p><strong><em>Firebolt</em></strong></p><p>Target:</p><p> Creature (1)</p><p>Range:</p><p> 120', 1 bolt. (4)</p><p>Challenge:</p><p> Spell Attack: (2)</p><p>Effects:</p><p> 1d10 (4)</p><p> Fire (1)</p><p>Aids:</p><p> Mat Foc (-1)</p><p> Verb (-2)</p><p> Som (-1)</p><p></p><p>12 - 4 = 8.</p><p></p><p>Here's the standard cantrip Firebolt. It comes out at 8 points, or around three castings for a 1st level character</p><p>[/sblock]</p><p></p><p>[sblock=Misty Step]</p><p><strong><em>Misty Step</em></strong></p><p></p><p>Target:</p><p> Caster (-1)</p><p>Range:</p><p> Touch (0)</p><p>Challenge:</p><p> Saving throw for no damage (1)</p><p>Effects:</p><p> 1d4 healing (1)</p><p>Status Effects:</p><p> Teleport 30' (1)</p><p>Casting Time</p><p> Bonus Action (3)</p><p>Recipe Aids</p><p> Verbal (-2)</p><p></p><p>6 - 3 = 3</p><p></p><p>This is a version of the usually 2nd level Misty Step which a 1st level Mage can cast 10 times in a day. It also heals 1d4 points currently due to the effect anomaly.</p><p>[/sblock]</p><p></p><p>Some points:</p><p></p><ul> <li data-xf-list-type="ul"> You're not taking Concentration effects into consideration, and that wildly affects balance on some of your effects</li> <li data-xf-list-type="ul"> Try rebuilding existing spells in your system. Right now, non-damage is far too cheap and damage is too expensive. Healing looks to be a bit too cheap, too. I believe I could make a 0mp recipe that allows you to self-heal 1d6 as a bonus action, for instance.</li> <li data-xf-list-type="ul"> As people mentioned, force damage should be at least as expensive as Psychic.</li> <li data-xf-list-type="ul"> I think you're taking too much in your archetypes, too - you're giving full-sized class features. I would scale back a lot, personally.</li> <li data-xf-list-type="ul"> You're missing which saves the class is proficient in. </li> </ul><p></p><p>Feedback aside, it's an interesting concept I'd like to see more of. Thanks for sharing it.</p></blockquote><p></p>
[QUOTE="ccooke, post: 7318657, member: 6695890"] Hmm. I think you need to rethink a few things in your balancing. Some examples built with your material: [sblock=Greater Greater Invisibility] [B][I]Greater Greater Invisibility[/I][/B] Target: Creature (1) Range: Touch (0) Challenge: Saving throw for no damage (1) Effects: 1d4 healing (1) Status Effects: Invisible 10 rounds (10) Casting Time: Bonus Action (3) Recipe Aid: Verbal component: (-2) Somatic component: (-1) Material (focus): (-1) Total: 1 + 1 + 1 + 10 + 3 -2 -1 -1 = 14mp This is a spell that a first level character can cast twice per day. It heals 1d4 hit points on the target (because by the RAW you [I]must[/I] have an effect, and there's no option for "No effect"), then makes them invisible for 1 minute without concentration. If that first-level character wishes, they can cast it twice per day *and* attack once per casting without breaking invisibility. At 2nd level, they can cast it three times and have a total of 16 rounds of attacks without breaking invisibility. [/sblock] [sblock=Magic Missile] [B][I]Magic Missile[/I][/B] Target: Creature (1) Range: 3 bolts, 120'. 4 for first 8 for 2&3 20p Challenge: No save/attack (double cost) Effects: 3d6 (2+3+4) 9 Force: 1 Casting time: Action (0) Recipe aid: Mat Foc (-1) Verb (-2) Som (-1) -4 + 10 + 20 + 1 = 27 * 2 = 54 This is the equivalent of 1st-level magic missile. It's using 1d6 vs 1d4+1, because the average damage is the same. It has three bolts, which means it can't actually be [I]cast[/I] until level 5, but that's reasonable because it's impossible to cast at 1st level anyway. Even a level 2 caster would have trouble casting anything else in the same day. [/sblock] [sblock=Firebolt] [B][I]Firebolt[/I][/B] Target: Creature (1) Range: 120', 1 bolt. (4) Challenge: Spell Attack: (2) Effects: 1d10 (4) Fire (1) Aids: Mat Foc (-1) Verb (-2) Som (-1) 12 - 4 = 8. Here's the standard cantrip Firebolt. It comes out at 8 points, or around three castings for a 1st level character [/sblock] [sblock=Misty Step] [B][I]Misty Step[/I][/B] Target: Caster (-1) Range: Touch (0) Challenge: Saving throw for no damage (1) Effects: 1d4 healing (1) Status Effects: Teleport 30' (1) Casting Time Bonus Action (3) Recipe Aids Verbal (-2) 6 - 3 = 3 This is a version of the usually 2nd level Misty Step which a 1st level Mage can cast 10 times in a day. It also heals 1d4 points currently due to the effect anomaly. [/sblock] Some points: [list] [*] You're not taking Concentration effects into consideration, and that wildly affects balance on some of your effects [*] Try rebuilding existing spells in your system. Right now, non-damage is far too cheap and damage is too expensive. Healing looks to be a bit too cheap, too. I believe I could make a 0mp recipe that allows you to self-heal 1d6 as a bonus action, for instance. [*] As people mentioned, force damage should be at least as expensive as Psychic. [*] I think you're taking too much in your archetypes, too - you're giving full-sized class features. I would scale back a lot, personally. [*] You're missing which saves the class is proficient in. [/list] Feedback aside, it's an interesting concept I'd like to see more of. Thanks for sharing it. [/QUOTE]
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