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<blockquote data-quote="Remathilis" data-source="post: 6579286" data-attributes="member: 7635"><p>I used Concentration as a limiting mechanic. Phase of the Sun does automatic fire or radiant damage to anyone in melee (no save!) up to 10 per round at 20th level (equal to a balor). Phase of the Moon is equal to blur (a 2nd level spell) and Phase of the Stars is a reactionary Misty Step at Will. I needed some balance factor (not to mention the extra Cha to damage and resistance later on) so I figured giving up your concentration spell was worth it.</p><p></p><p>That said, I agree entering a phase should be a bonus action and will change it next draft. </p><p></p><p></p><p></p><p>All three Phases were supposed to be defensive; Sun punishes those who get close, moon decreases chance to get hit, stars provided a get-the-heck-out-of-there wild card. Gaining Cha to damage (especially for spells like scorching ray, magic missile, or ice knife) is really good already. </p><p></p><p>As said above, the only way to resist Phase of the Sun's damage is to be resistant/immune to it or be more than 5 feet away. I didn't want to make it too good, but I wanted it to grow with the sorcerer. Extra points if you set it radiant and then get into melee with an undead. Really good for a sorcerer who wants to go melee.</p></blockquote><p></p>
[QUOTE="Remathilis, post: 6579286, member: 7635"] I used Concentration as a limiting mechanic. Phase of the Sun does automatic fire or radiant damage to anyone in melee (no save!) up to 10 per round at 20th level (equal to a balor). Phase of the Moon is equal to blur (a 2nd level spell) and Phase of the Stars is a reactionary Misty Step at Will. I needed some balance factor (not to mention the extra Cha to damage and resistance later on) so I figured giving up your concentration spell was worth it. That said, I agree entering a phase should be a bonus action and will change it next draft. All three Phases were supposed to be defensive; Sun punishes those who get close, moon decreases chance to get hit, stars provided a get-the-heck-out-of-there wild card. Gaining Cha to damage (especially for spells like scorching ray, magic missile, or ice knife) is really good already. As said above, the only way to resist Phase of the Sun's damage is to be resistant/immune to it or be more than 5 feet away. I didn't want to make it too good, but I wanted it to grow with the sorcerer. Extra points if you set it radiant and then get into melee with an undead. Really good for a sorcerer who wants to go melee. [/QUOTE]
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