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Help on a "Turning the Tide" spell
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<blockquote data-quote="Quickleaf" data-source="post: 8414693" data-attributes="member: 20323"><p>Gotcha. I think your first instinct to compare to <a href="https://www.dndbeyond.com/spells/holy-aura" target="_blank"><em>Holy Aura</em></a> is the right approach. Is there a reason you don't want to borrow the language from <em>Holy Aura </em>kind of like what [USER=7025431]@DeviousQuail[/USER] suggested, and then just tweak as needed & adjust level?</p><p></p><p><strong>Turn the Tide</strong></p><p>8th-level abjuration</p><p>Casting Time: 1 action</p><p>Range: Self</p><p>Components: V, S</p><p>Duration: Instantaneous</p><p></p><p>Until the end of your next turn, a breeze of fortune for your friends and woe betiding your enemies surrounds you out to a 30-foot-radius. Creatures of your choice in that radius when you cast this spell have advantage on all attack rolls, saving throws, and ability checks, and creatures hostile to you in that radius when you cast this spell have disadvantage on attack rolls, saving throws, and ability checks until the spell ends.</p><p></p><p><em><strong>Balancing the spell</strong></em></p><p>First, we've replaced "Concentration (1 minute)" with "until end of your next turn" – based on that, I might adjust the spell level down by -1. Maybe. It's still quite potent: shorter duration in exchange for not being able to have your Concentration broken.</p><p></p><p>Second, we've removed the fiend/undead blinding effect from <em>Holy Aura, </em>and I'd say that's worth adjusting the spell level down -1.</p><p></p><p>We've left the range the same, so no level adjustment there. The lack of a costly material component is something I factor into lower level spells, particularly if the component is expended, but with such a high level spell I'm not sure that makes a meaningful difference to estimating balance.</p><p></p><p>However, we've added "advantage on attacks & checks" for our friends, definitely a strong +1 spell level. And we've added "disadvantage on saves & checks" for our enemies, also definitely a strong + 1 spell level.</p><p></p><p>My guess is that it's probably still in the power level of an 8th level spell. If you wanted to bump the range up to 100 feet, I'd consider increasing it to a 9th level spell or tweaking some other aspect of the spell to compensate for that power boost.</p></blockquote><p></p>
[QUOTE="Quickleaf, post: 8414693, member: 20323"] Gotcha. I think your first instinct to compare to [URL='https://www.dndbeyond.com/spells/holy-aura'][I]Holy Aura[/I][/URL] is the right approach. Is there a reason you don't want to borrow the language from [I]Holy Aura [/I]kind of like what [USER=7025431]@DeviousQuail[/USER] suggested, and then just tweak as needed & adjust level? [B]Turn the Tide[/B] 8th-level abjuration Casting Time: 1 action Range: Self Components: V, S Duration: Instantaneous Until the end of your next turn, a breeze of fortune for your friends and woe betiding your enemies surrounds you out to a 30-foot-radius. Creatures of your choice in that radius when you cast this spell have advantage on all attack rolls, saving throws, and ability checks, and creatures hostile to you in that radius when you cast this spell have disadvantage on attack rolls, saving throws, and ability checks until the spell ends. [I][B]Balancing the spell[/B][/I] First, we've replaced "Concentration (1 minute)" with "until end of your next turn" – based on that, I might adjust the spell level down by -1. Maybe. It's still quite potent: shorter duration in exchange for not being able to have your Concentration broken. Second, we've removed the fiend/undead blinding effect from [I]Holy Aura, [/I]and I'd say that's worth adjusting the spell level down -1. We've left the range the same, so no level adjustment there. The lack of a costly material component is something I factor into lower level spells, particularly if the component is expended, but with such a high level spell I'm not sure that makes a meaningful difference to estimating balance. However, we've added "advantage on attacks & checks" for our friends, definitely a strong +1 spell level. And we've added "disadvantage on saves & checks" for our enemies, also definitely a strong + 1 spell level. My guess is that it's probably still in the power level of an 8th level spell. If you wanted to bump the range up to 100 feet, I'd consider increasing it to a 9th level spell or tweaking some other aspect of the spell to compensate for that power boost. [/QUOTE]
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