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<blockquote data-quote="Dr. Woodenstein" data-source="post: 6881250" data-attributes="member: 6848800"><p>So I have two homebrew spells for a Necromancer that I found online and I'm trying to tweak them to max their power level without making them OP. The spells are as follows:</p><p></p><p></p><p>Energy Drain</p><p>Casting Time: 1 action</p><p>Range: 25 feet</p><p>Components: V, S</p><p>Duration: Instant</p><p>Effect: Drains hit points equal to hit dice. You fire a ray of necrotic energy at the target. If it fails a Constitution save, it takes 1d6 points of damage per hit dice of the target and the caster gains temporary hit points equal to half the result. If it succeeds the saving throw, divide the damage in half and the caster does not gain temporary hit points. If the target's hit points are reduced to 0 from this spell, the target dies. These hit points can only be restored at the end of a long rest or by the effect of a Greater Restoration spell.</p><p></p><p></p><p>Soul Lance</p><p>Casting Time: 1 action</p><p>Range: Self (65 foot line)</p><p>Components: V, S, M (Human Skull)</p><p>Duration: Instant</p><p>Effect: You fire a devastating beam of pure death energy that passes through creatures it hits. All creatures in a line 65 feet long radiating out from you must make a Constitution saving throw. On a failed throw, affected creatures take 22d12 necrotic damage, or half as much on a successful save. Creatures that fail the save also have their hit points reduced by an amount equal to half the damage taken.</p><p></p><p></p><p>Both of these spells are 9th level Necromancer spells of course. Below I will detail the changes I would like to make and my thoughts on them.</p><p></p><p></p><p>Energy Drain: I feel as though 1d6 is kind of low when compared to spells like Meteor Swarm. Now Meteor Swarm doesn't gain life but Energy Drain only grants temporary hit points if your target fails their save (and lets face it high level enemies are good at Constitution saves). So I think upping Energy Drain to 1d8 or 1d10 and maybe allowing the caster temporary hit points whether the target succeeds their save or not would make it more epic like Meteor Swarm.</p><p></p><p></p><p>Soul Lance: a 65 foot line just seems weird to me. It's a weird number for D&D, so that would change to 60 foot line. Then on the damage I really like 22d12 but it almost seems too powerful. That means it can deal more damage than Meteor Swarm which has a max damage of 240 (20d6 fire and 20d6 bludgeoning). So I think 20d12 would be more balanced but if anyone thinks 22d12 would be more fitting by all means let me know. I do like the idea of changing the last clause to fit with Energy Drain and just say that damage done by this spell can only be restored by a long rest or a Greater Restoration spell.</p><p></p><p></p><p>So what does everyone think? Are my changes balanced or no? Do you have changes of your own you would suggest?</p></blockquote><p></p>
[QUOTE="Dr. Woodenstein, post: 6881250, member: 6848800"] So I have two homebrew spells for a Necromancer that I found online and I'm trying to tweak them to max their power level without making them OP. The spells are as follows: Energy Drain Casting Time: 1 action Range: 25 feet Components: V, S Duration: Instant Effect: Drains hit points equal to hit dice. You fire a ray of necrotic energy at the target. If it fails a Constitution save, it takes 1d6 points of damage per hit dice of the target and the caster gains temporary hit points equal to half the result. If it succeeds the saving throw, divide the damage in half and the caster does not gain temporary hit points. If the target's hit points are reduced to 0 from this spell, the target dies. These hit points can only be restored at the end of a long rest or by the effect of a Greater Restoration spell. Soul Lance Casting Time: 1 action Range: Self (65 foot line) Components: V, S, M (Human Skull) Duration: Instant Effect: You fire a devastating beam of pure death energy that passes through creatures it hits. All creatures in a line 65 feet long radiating out from you must make a Constitution saving throw. On a failed throw, affected creatures take 22d12 necrotic damage, or half as much on a successful save. Creatures that fail the save also have their hit points reduced by an amount equal to half the damage taken. Both of these spells are 9th level Necromancer spells of course. Below I will detail the changes I would like to make and my thoughts on them. Energy Drain: I feel as though 1d6 is kind of low when compared to spells like Meteor Swarm. Now Meteor Swarm doesn't gain life but Energy Drain only grants temporary hit points if your target fails their save (and lets face it high level enemies are good at Constitution saves). So I think upping Energy Drain to 1d8 or 1d10 and maybe allowing the caster temporary hit points whether the target succeeds their save or not would make it more epic like Meteor Swarm. Soul Lance: a 65 foot line just seems weird to me. It's a weird number for D&D, so that would change to 60 foot line. Then on the damage I really like 22d12 but it almost seems too powerful. That means it can deal more damage than Meteor Swarm which has a max damage of 240 (20d6 fire and 20d6 bludgeoning). So I think 20d12 would be more balanced but if anyone thinks 22d12 would be more fitting by all means let me know. I do like the idea of changing the last clause to fit with Energy Drain and just say that damage done by this spell can only be restored by a long rest or a Greater Restoration spell. So what does everyone think? Are my changes balanced or no? Do you have changes of your own you would suggest? [/QUOTE]
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