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Help balancing a spell
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<blockquote data-quote="Jester David" data-source="post: 6950166" data-attributes="member: 37579"><p>First off, you're teleporting yourself. So the range is "Self" not 30 feet.</p><p></p><p>From a design perspective, <em>fireball</em> is the benchmark spell for 3rd level, so no 3rd level spell should be better than it. So we should aim for slightly less damage. </p><p>Really, it shouldn't just be "<em>fireball</em> but slashing damage". Otherwise it's easier to just cast fireball but get your DM to give it slashing damage and reflavour it as you teleporting and slashing repeatedly at every creature. So it should so something else as well. </p><p></p><p>Two melee attacks seem too much from a narrative perspective. You're only there for a second and hitting twice seems like it would take far longer. Plus, rolling that many dice and communicating the numbers to the DM will be slow. It's eight attacks!</p><p>Plus you get to add your ability score to each die, rather than just once (if at all). So it could easily be 4d8+4 damage or even 4d8+8. That alone is well within the spell damage chart for 3rd level in the DMG (see pg 283-4).</p><p>However, you do want the spell to deal somewhat reliable damage. Since you're attacking suddenly and from an unexpected direction, having advantage on the attack would be reasonable. And faster at the table, since you just ignore one die. </p><p></p><p></p><p>I also don't see why all the enemies need to be in range when the spell is cast. It seems like a spell that would be neat to cast down a corridor, letting you also teleport and bamf around the battlefield. Or why you need to return to your original space. That's a cool visual, but the benefit of being able to chose to get to the far side of a battlefield is also cool and adds a variant benefit of transportation to the spell (making it more than then aforementioned <em>fireball</em> but slashing damage). </p><p></p><p></p><p>From a nitpicky design perspective, spells seldom use the term "enemy". It's "hostile creature" or "target" or even "creature you recognize as an enemy". The spell should also specify that you have to be able to see the creature, and that there needs to be an unoccupied space for you to occupy, even if just for a fraction of a second. </p><p>I'm uncertain if this needs to specify "melee weapon attack" or not. In theory "melee attack" could equally refer to a melee spell attack or other non-weapon attack. </p><p>The exact distance from the creature should also be specified. You appear within 5 feet. Otherwise you might get wizards trying to use this with a polearm. </p><p></p><p></p><p>Here's what I'd do with the spell:</p><p></p><p><strong>BLINKING STRIKES</strong></p><p><em>3rd-level conjuration</em></p><p></p><p><strong>Casting Time: </strong>1 action</p><p><strong>Range:</strong> Self</p><p><strong>Components:</strong> V, S</p><p><strong>Duration:</strong> Instantaneous</p><p></p><p>As you step forward you're surrounded in shimmering light. Between steps you teleport up to 30 feet to an unoccupied space you can see that is within 5 feet of a hostile creature. You can make a melee weapon attack against that creature, striking as if you were hidden from the target. Immediately after the attack, you teleport again, blinking to an unoccupied space you can see within 15 feet. If there is a hostile creature within 5 feet you can make another attack, teleporting again after that attack. You continue to attack then teleport until you have made four attacks or teleport into a space farther than 5 feet from a hostile creature. After making a fourth attack, you can choose to remain in your current space, teleport to an unoccupied space you can see within 15 feet, or return to your original space if it is within 30 feet.</p><p></p><p><strong>At Higher Levels. </strong>When you cast this spell using a spell slot of 4th level or higher, for each slot level above 3rd, you can teleport and attack one additional time.</p><p></p><p></p><p><strong>Design Commentary: </strong>To get the "advantage on attacks" I mentioned, I added the line about attacking as hidden. Which does that, but also allows certain creatures to just negate that if they're prenatally aware. </p><p>The design as written also allows you to bamf back and forth between two creatures. Or even bamf around a single foe. This is on purpose, making it a stronger spell against smaller mobs, and again different from <em>fireball</em>.</p></blockquote><p></p>
[QUOTE="Jester David, post: 6950166, member: 37579"] First off, you're teleporting yourself. So the range is "Self" not 30 feet. From a design perspective, [I]fireball[/I] is the benchmark spell for 3rd level, so no 3rd level spell should be better than it. So we should aim for slightly less damage. Really, it shouldn't just be "[I]fireball[/I] but slashing damage". Otherwise it's easier to just cast fireball but get your DM to give it slashing damage and reflavour it as you teleporting and slashing repeatedly at every creature. So it should so something else as well. Two melee attacks seem too much from a narrative perspective. You're only there for a second and hitting twice seems like it would take far longer. Plus, rolling that many dice and communicating the numbers to the DM will be slow. It's eight attacks! Plus you get to add your ability score to each die, rather than just once (if at all). So it could easily be 4d8+4 damage or even 4d8+8. That alone is well within the spell damage chart for 3rd level in the DMG (see pg 283-4). However, you do want the spell to deal somewhat reliable damage. Since you're attacking suddenly and from an unexpected direction, having advantage on the attack would be reasonable. And faster at the table, since you just ignore one die. I also don't see why all the enemies need to be in range when the spell is cast. It seems like a spell that would be neat to cast down a corridor, letting you also teleport and bamf around the battlefield. Or why you need to return to your original space. That's a cool visual, but the benefit of being able to chose to get to the far side of a battlefield is also cool and adds a variant benefit of transportation to the spell (making it more than then aforementioned [I]fireball[/I] but slashing damage). From a nitpicky design perspective, spells seldom use the term "enemy". It's "hostile creature" or "target" or even "creature you recognize as an enemy". The spell should also specify that you have to be able to see the creature, and that there needs to be an unoccupied space for you to occupy, even if just for a fraction of a second. I'm uncertain if this needs to specify "melee weapon attack" or not. In theory "melee attack" could equally refer to a melee spell attack or other non-weapon attack. The exact distance from the creature should also be specified. You appear within 5 feet. Otherwise you might get wizards trying to use this with a polearm. Here's what I'd do with the spell: [B]BLINKING STRIKES[/B] [I]3rd-level conjuration[/I] [B]Casting Time: [/B]1 action [B]Range:[/B] Self [B]Components:[/B] V, S [B]Duration:[/B] Instantaneous As you step forward you're surrounded in shimmering light. Between steps you teleport up to 30 feet to an unoccupied space you can see that is within 5 feet of a hostile creature. You can make a melee weapon attack against that creature, striking as if you were hidden from the target. Immediately after the attack, you teleport again, blinking to an unoccupied space you can see within 15 feet. If there is a hostile creature within 5 feet you can make another attack, teleporting again after that attack. You continue to attack then teleport until you have made four attacks or teleport into a space farther than 5 feet from a hostile creature. After making a fourth attack, you can choose to remain in your current space, teleport to an unoccupied space you can see within 15 feet, or return to your original space if it is within 30 feet. [B]At Higher Levels. [/B]When you cast this spell using a spell slot of 4th level or higher, for each slot level above 3rd, you can teleport and attack one additional time. [B]Design Commentary: [/B]To get the "advantage on attacks" I mentioned, I added the line about attacking as hidden. Which does that, but also allows certain creatures to just negate that if they're prenatally aware. The design as written also allows you to bamf back and forth between two creatures. Or even bamf around a single foe. This is on purpose, making it a stronger spell against smaller mobs, and again different from [I]fireball[/I]. [/QUOTE]
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