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I'm looking to convert an old spell called Chaos Hammer, which you may know from its 3rd edition version (ranged area effect that dealt force damage - no damage if you were chaotic, and 1/2 damage if you were neutral/unaligned - and slowed the targets), but originated in the 2nd edition Hellbound boxed set (bursting sphere around the caster that dealt force damage and knocked targets prone - no effect if you were chaotically aligned).
I'd like to incorporate the spirit of both past versions into a 5th edition spell I can give some demons in my game, and which can be discovered and used by the PCs if so inclined. However, a straight conversion of the 2e version feels a lot like thunderwave, while a straight conversion of the 3e version is a weird force fireball combined with a slow spell...
So I want to design this to occupy its own cool niche in the 5e spells.
Here's my first attempt at converting the spell. Does this succeed or fail as a spell? Would you (or have you) converted Chaos Hammer differently? Is anything about the writeup unclear? Is it appropriate for a 4th level spell?
Chaos Hammer (rough draft)
4th level evocation (cleric, sorcerer, warlock, wizard)
Casting Time: Action
Range: Self
Components: V, S
Duration: Concentration, up to 1 minute
Waves of multicolored concussive annihilating force emanate outward from you. Each creature in a 20 foot cube originating from you must make a Wisdom saving throw. On a failed save, a creature takes 3d8 force damage. On a successful save, the creature takes half as much damage.
A creature of chaotic alignment has advantage on its saving throw.
For the spell’s duration waves of force continue to emanate from you in a 20 foot cube. If a creature that failed its saving throw attempts to move closer to you, it treats the area as difficult terrain and suffers 1d8 force damage per 5 feet moved towards you.
I'd like to incorporate the spirit of both past versions into a 5th edition spell I can give some demons in my game, and which can be discovered and used by the PCs if so inclined. However, a straight conversion of the 2e version feels a lot like thunderwave, while a straight conversion of the 3e version is a weird force fireball combined with a slow spell...
So I want to design this to occupy its own cool niche in the 5e spells.
CHAOS HAMMER (2nd edition)
(Invocation/Evocation)
Level: 4
Range: 0
Duration: Instantaneous
Area of Effect: 100-foot globe
Components: V, S, M
Casting Time: 4
Saving Throw: Va
The chaos hammer spell was developed by a marilith named Theiras — a tanar'ri not known for her subtlety. Fact is, the baatezu have yet to develop a counterpart to this devastating offensive magic.
When cast, chaos hammer projects waves of concussive force in all directions from the wizard. The waves harm any sod in the area of effect who is of a lawful or neutral alignment. Victims suffer 5d8 points of damage (save for half) and must make a successful Strength check or be thrown to the ground.
Folks of chaotic alignment are immune to chaos hammer.
The tanar'ri know that the spell won't bother them or their allies, so they cast it freely in the middle of a melee. The material component for this spell is a bit of flesh from a lawful creature.
Here's my first attempt at converting the spell. Does this succeed or fail as a spell? Would you (or have you) converted Chaos Hammer differently? Is anything about the writeup unclear? Is it appropriate for a 4th level spell?
Chaos Hammer (rough draft)
4th level evocation (cleric, sorcerer, warlock, wizard)
Casting Time: Action
Range: Self
Components: V, S
Duration: Concentration, up to 1 minute
Waves of multicolored concussive annihilating force emanate outward from you. Each creature in a 20 foot cube originating from you must make a Wisdom saving throw. On a failed save, a creature takes 3d8 force damage. On a successful save, the creature takes half as much damage.
A creature of chaotic alignment has advantage on its saving throw.
For the spell’s duration waves of force continue to emanate from you in a 20 foot cube. If a creature that failed its saving throw attempts to move closer to you, it treats the area as difficult terrain and suffers 1d8 force damage per 5 feet moved towards you.
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