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Advice Needed: Converting Spells Across Elements
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<blockquote data-quote="vandaexpress" data-source="post: 6606353" data-attributes="member: 6790472"><p>Okay everyone, thanks for the feedback. I spoke with the player and he told me that he doesn't think he'll want to convert anything aside from Scorching Ray and Melf's Minute Meteors. I spent some time modifying MMM to make a lightning version that is more true to the AOE/flavor of lightning based spells while retaining the core benefit of being able to deal damage as a bonus action with a limited ammo supply. Here's what I came up with, let me know if you feel like it's too much or too little. I went ahead and basically made it a way toned-down version of chain lightning (MMM is a toned down version of fireball, but I couldn't figure out how to make a toned down version of the basic lightning bolt since it's AOE is already only 5ft wide)</p><p></p><p>Dom's Micro Bolts (working name)</p><p><em>3rd-level evocation</em></p><p><strong>Casting Time:</strong> 1 action</p><p><strong>Range:</strong> Self</p><p><strong>Components:</strong> V, S, M (a bit of fur, a silver pin, and a rod of amber, glass, or crystal)</p><p><strong>Duration:</strong> Concentration, up to 10 minutes</p><p></p><p>You create a halo of six tiny bolts of lightning in your space. They float in the air and orbit you for the spell’s duration. When you cast the spell—and as a bonus action each of your turns thereafter—you can expend one or two of the lightning bolts, sending them arcing toward a target or targets of your choice that you can see within 100 feet of you. Once a bolt reaches its destination, two bolts then arc from that target to as many as two other targets, each of which must be within 10 feet of the first target. A target can be a creature or an object and can be targeted by only one of the bolts.</p><p></p><p>A target must make a Dexterity saving throw. The target takes 2d6 lightning damage on a failed save, or half as much damage on a successful one.</p><p></p><p><strong><em>At Higher Levels.</em></strong> When you cast this spell using a spell slot of 4th level or higher, the number of bolts created increases by two for each slot level above 3rd.</p><p></p><p>----</p><p></p><p>Thoughts? Max targets hit is gonna be 3/bolt vs MMM's 4 per meteor. It has a shorter range (100ft vs 120ft, keeping with the fireball/lightning bolt ranges) but a potentially wider AOE. </p><p></p><p>... on the other hand, I think that most of the time you probably won't be hitting 4/4 targets with MMM, whereas with this version of the spell, it would probably be a lot easier to hit 3/3... hrm.. maybe only have it create one secondary bolt instead of two, but stretch the secondary bolt's range to 15ft? Then you're pretty much always gonna be able to hit two targets with it, not to mention being able to easily avoid friendly fire. Yeah... I think I might like that better...</p><p></p><p>What do you guys think?</p></blockquote><p></p>
[QUOTE="vandaexpress, post: 6606353, member: 6790472"] Okay everyone, thanks for the feedback. I spoke with the player and he told me that he doesn't think he'll want to convert anything aside from Scorching Ray and Melf's Minute Meteors. I spent some time modifying MMM to make a lightning version that is more true to the AOE/flavor of lightning based spells while retaining the core benefit of being able to deal damage as a bonus action with a limited ammo supply. Here's what I came up with, let me know if you feel like it's too much or too little. I went ahead and basically made it a way toned-down version of chain lightning (MMM is a toned down version of fireball, but I couldn't figure out how to make a toned down version of the basic lightning bolt since it's AOE is already only 5ft wide) Dom's Micro Bolts (working name) [I]3rd-level evocation[/I] [B]Casting Time:[/B] 1 action [B]Range:[/B] Self [B]Components:[/B] V, S, M (a bit of fur, a silver pin, and a rod of amber, glass, or crystal) [B]Duration:[/B] Concentration, up to 10 minutes You create a halo of six tiny bolts of lightning in your space. They float in the air and orbit you for the spell’s duration. When you cast the spell—and as a bonus action each of your turns thereafter—you can expend one or two of the lightning bolts, sending them arcing toward a target or targets of your choice that you can see within 100 feet of you. Once a bolt reaches its destination, two bolts then arc from that target to as many as two other targets, each of which must be within 10 feet of the first target. A target can be a creature or an object and can be targeted by only one of the bolts. A target must make a Dexterity saving throw. The target takes 2d6 lightning damage on a failed save, or half as much damage on a successful one. [B][I]At Higher Levels.[/I][/B] When you cast this spell using a spell slot of 4th level or higher, the number of bolts created increases by two for each slot level above 3rd. ---- Thoughts? Max targets hit is gonna be 3/bolt vs MMM's 4 per meteor. It has a shorter range (100ft vs 120ft, keeping with the fireball/lightning bolt ranges) but a potentially wider AOE. ... on the other hand, I think that most of the time you probably won't be hitting 4/4 targets with MMM, whereas with this version of the spell, it would probably be a lot easier to hit 3/3... hrm.. maybe only have it create one secondary bolt instead of two, but stretch the secondary bolt's range to 15ft? Then you're pretty much always gonna be able to hit two targets with it, not to mention being able to easily avoid friendly fire. Yeah... I think I might like that better... What do you guys think? [/QUOTE]
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