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<blockquote data-quote="Kinematics" data-source="post: 7343315" data-attributes="member: 6932123"><p>Phantasmal Haze seems problematic at first glance.</p><p></p><p>Cost: 1 action to cast the spell. Concentration.</p><p></p><p>Neutral: Melee combat will still proceed as normal.</p><p></p><p>Benefits:</p><p>- Target won't be aware of what else is going on in the battlefield, nor can they navigate it.</p><p>- Target cannot cast ranged spells that require sight.</p><p>- Target is at disadvantage for ranged attacks, and arguably can't make ranged attacks.</p><p>- A ranged attacker gains advantage for one attack (particularly a thief gaining Sneak Attack).</p><p></p><p>While the effect only lasts one round, it still feels a little bit stronger than what seems like should be allowed for a cantrip. The canon spells are extremely skimpy on spells that give advantage, as opposed to giving the target disadvantage. The closest analog, True Strike, only benefits your own attack; this would benefit someone else's ranged attack. True Strike could only benefit an attack every other round, while this would benefit an attack every round.</p><p></p><p>The fact that it doesn't give benefit to melee attacks may seem like a point of balance, but ranged attacks already get the advantage of being much harder to retaliate against, so giving them Advantage on top of that seems a bit iffy.</p><p></p><p>I would probably at least add the limitation that if the target pierces the illusion with the investigation check, they cannot be targeted with the spell again that day. Beyond that, I'm not sure. Edit: Also, missed that it took an action to do the investigation. Definitely too powerful.</p><p></p><p>Oh, and it should have more than just S as a component.</p><p></p><p></p><p>Prescient Glimpse — I'd add a range limit on what creatures you can provide this benefit for. Most likely 30', but <em>possibly</em> 60'.</p><p></p><p>Force Ward — Mostly seems OK at first glance, but I also have to wonder if it's underpowered compared to just hitting a creature with a normal damage cantrip, which may include a rider effect. For example, Frostbite provides the same 1d6 damage, but also gives the creature disadvantage on their next attack, so you might do the same amount of damage, while also making it more likely for your party member to <em>not</em> take the damage of being hit.</p><p></p><p>Thematically it seems good, and I can kinda see it working in some scenarios, but I'd still want to spend more time considering how and when it might be used.</p></blockquote><p></p>
[QUOTE="Kinematics, post: 7343315, member: 6932123"] Phantasmal Haze seems problematic at first glance. Cost: 1 action to cast the spell. Concentration. Neutral: Melee combat will still proceed as normal. Benefits: - Target won't be aware of what else is going on in the battlefield, nor can they navigate it. - Target cannot cast ranged spells that require sight. - Target is at disadvantage for ranged attacks, and arguably can't make ranged attacks. - A ranged attacker gains advantage for one attack (particularly a thief gaining Sneak Attack). While the effect only lasts one round, it still feels a little bit stronger than what seems like should be allowed for a cantrip. The canon spells are extremely skimpy on spells that give advantage, as opposed to giving the target disadvantage. The closest analog, True Strike, only benefits your own attack; this would benefit someone else's ranged attack. True Strike could only benefit an attack every other round, while this would benefit an attack every round. The fact that it doesn't give benefit to melee attacks may seem like a point of balance, but ranged attacks already get the advantage of being much harder to retaliate against, so giving them Advantage on top of that seems a bit iffy. I would probably at least add the limitation that if the target pierces the illusion with the investigation check, they cannot be targeted with the spell again that day. Beyond that, I'm not sure. Edit: Also, missed that it took an action to do the investigation. Definitely too powerful. Oh, and it should have more than just S as a component. Prescient Glimpse — I'd add a range limit on what creatures you can provide this benefit for. Most likely 30', but [I]possibly[/I] 60'. Force Ward — Mostly seems OK at first glance, but I also have to wonder if it's underpowered compared to just hitting a creature with a normal damage cantrip, which may include a rider effect. For example, Frostbite provides the same 1d6 damage, but also gives the creature disadvantage on their next attack, so you might do the same amount of damage, while also making it more likely for your party member to [i]not[/i] take the damage of being hit. Thematically it seems good, and I can kinda see it working in some scenarios, but I'd still want to spend more time considering how and when it might be used. [/QUOTE]
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