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General Tabletop Discussion
*Dungeons & Dragons
'Combo' Spells to increase action economy, bypass cocentration
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<blockquote data-quote="mellored" data-source="post: 7296470" data-attributes="member: 6801209"><p>Good idea.</p><p></p><p></p><p>When does magic make narrative sense?</p><p></p><p>Still, it could use something a bit more evocative.</p><p>Hmm...</p><p></p><p></p><p>Nystul's Spell Orb (level 2)</p><p>Casting Time: 1 Reaction</p><p>Range: Self</p><p>Duration: Instantaneous.</p><p>When you cast a spell of second level or lower, you can bind the magical energy into a glowing orb or force instead of releasing it. You choose any criteria and set the DC before it is bound. The spell will remain in the orb until it takes any damage, you regain the spell slot you used to cast either spell (or equivalent), or if it is used in a ranged weapon attack with a range of 30/60', dealing 2d4 force damage per spell level (+dex as normal), after which it triggers. If launched from a sling, it's range is increased to 60/240'. If you miss by 5 or less, the orb still breaks on the target. If you miss by 5 or more, the orb continues past the target, breaking when it hits the floor or a wall. A creature can make an intelligence (arcana) check with DC equal to 12+ the spell level to determine which spell is inside, with disadvantage if the spell is thrown at them. A creature can also choose to willingly be hit by it.</p><p>The orb is an object that can be handled by other creatures, placed on the ground, or added into a trap. You can use a bonus action to can be gently passed up to another creature within 30' who can use their reaction to catch it without breaking it. If another creature possesses the orb, they can use a bonus action to break it (taking no damage), casting the spell.</p><p>When the orb is broken, the spell inside triggers at the location, or choose the nearest possible target (self spells have a range of 1'). Randomly choose if there are multiple possible targets. The direction of a spell can be set if it is placed carefully or by the creature holding it. If it was thrown, roll a d20, and which ever way the 1 is pointing is the direction it triggers. If there are no valid targets, the spell fails to do anything. If the spell has concentration, it lasts for half the duration.</p><p>At higher level: For each additional spell level beyond 2, increase the maximum spell level you can bind by 1 and increase the damage it deals when thrown by 1d4.</p></blockquote><p></p>
[QUOTE="mellored, post: 7296470, member: 6801209"] Good idea. When does magic make narrative sense? Still, it could use something a bit more evocative. Hmm... Nystul's Spell Orb (level 2) Casting Time: 1 Reaction Range: Self Duration: Instantaneous. When you cast a spell of second level or lower, you can bind the magical energy into a glowing orb or force instead of releasing it. You choose any criteria and set the DC before it is bound. The spell will remain in the orb until it takes any damage, you regain the spell slot you used to cast either spell (or equivalent), or if it is used in a ranged weapon attack with a range of 30/60', dealing 2d4 force damage per spell level (+dex as normal), after which it triggers. If launched from a sling, it's range is increased to 60/240'. If you miss by 5 or less, the orb still breaks on the target. If you miss by 5 or more, the orb continues past the target, breaking when it hits the floor or a wall. A creature can make an intelligence (arcana) check with DC equal to 12+ the spell level to determine which spell is inside, with disadvantage if the spell is thrown at them. A creature can also choose to willingly be hit by it. The orb is an object that can be handled by other creatures, placed on the ground, or added into a trap. You can use a bonus action to can be gently passed up to another creature within 30' who can use their reaction to catch it without breaking it. If another creature possesses the orb, they can use a bonus action to break it (taking no damage), casting the spell. When the orb is broken, the spell inside triggers at the location, or choose the nearest possible target (self spells have a range of 1'). Randomly choose if there are multiple possible targets. The direction of a spell can be set if it is placed carefully or by the creature holding it. If it was thrown, roll a d20, and which ever way the 1 is pointing is the direction it triggers. If there are no valid targets, the spell fails to do anything. If the spell has concentration, it lasts for half the duration. At higher level: For each additional spell level beyond 2, increase the maximum spell level you can bind by 1 and increase the damage it deals when thrown by 1d4. [/QUOTE]
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'Combo' Spells to increase action economy, bypass cocentration
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