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General Tabletop Discussion
Level Up: Advanced 5th Edition (A5E)
Improving spells
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<blockquote data-quote="Lanefan" data-source="post: 8078606" data-attributes="member: 29398"><p>Close. Switch clauses between Save and Effect, and trim them down, and you've got it. So, your examples would now look like:</p><p></p><p><span style="font-size: 18px">Burning Hands</span>__________<span style="font-size: 10px">1st level Evocation</span></p><p><em>As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips.</em></p><p><strong>Components:</strong> V, S</p><p><strong>Casting Time:</strong> 1 Action</p><p><strong>Range:</strong> Self (15 ft. cone)</p><p><strong>Target:</strong> Each creature in the cone.</p><p><strong>Effect:</strong> A creature takes 3d6 fire damage. Flammable objects in the cone that aren’t being worn or carried ignite.</p><p><strong>Save:</strong> Each target must make a Dexterity saving throw. Damage halved for that target if save succeeds.</p><p><strong>At Higher Levels:</strong> When you cast this spell using a spell slot of 2nd level or higher, the <em>effect</em> damage increases by 1d6 for each slot level above 1st.</p><p></p><p>Note that I added the word 'effect' into the 'At Higher Levels' line, to avoid confusion as to whether the extra d6 is applied before or after the save. (yes, there's people who would interpret this both ways otherwise!) <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p><span style="font-size: 22px">Chill Touch</span>______________<span style="font-size: 12px">Necromancy Cantrip</span></p><p><span style="font-size: 12px"><em>You create a ghostly, skeletal hand to assail a creature with the chill of the grave.</em></span></p><p><strong>Components:</strong> V, S</p><p><strong>Casting Time:</strong> 1 Action</p><p><strong>Range:</strong> 120 feet</p><p><strong>Target:</strong> One creature within range</p><p><strong>Effect:</strong> Make a ranged spell attack roll against the target. If it hits, the target takes 1d8 necrotic damage and cannot regain hit points until the start of your next turn. An undead target you hit with this spell has disadvantage on attack rolls against you until the end of your next turn.</p><p><strong>Save:</strong> none.</p><p><strong>At Higher Levels:</strong> This spell’s damage increases to 2d8 at 5th level, 3d8 at 11th level, and 4d8 at 17th level.</p><p></p><p>For consistency, every line should appear in the same order in every block - here there was no 'Save' line, so I added it. Otherwise, my first question as both DM and player would be 'is there a save for this or not?'. I also combined your 'Effect' and 'Hit' lines as they are part of the same thing: what does the spell want to do; and tweaked the wording a bit here and elsewhere.</p><p></p><p>And yeah, doing this for every single spell would be (and, I speak from experience, is) bloody tedious! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Lanefan, post: 8078606, member: 29398"] Close. Switch clauses between Save and Effect, and trim them down, and you've got it. So, your examples would now look like: [SIZE=5]Burning Hands[/SIZE]__________[SIZE=2]1st level Evocation[/SIZE] [I]As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips.[/I] [B]Components:[/B] V, S [B]Casting Time:[/B] 1 Action [B]Range:[/B] Self (15 ft. cone) [B]Target:[/B] Each creature in the cone. [B]Effect:[/B] A creature takes 3d6 fire damage. Flammable objects in the cone that aren’t being worn or carried ignite. [B]Save:[/B] Each target must make a Dexterity saving throw. Damage halved for that target if save succeeds. [B]At Higher Levels:[/B] When you cast this spell using a spell slot of 2nd level or higher, the [I]effect[/I] damage increases by 1d6 for each slot level above 1st. Note that I added the word 'effect' into the 'At Higher Levels' line, to avoid confusion as to whether the extra d6 is applied before or after the save. (yes, there's people who would interpret this both ways otherwise!) :) [SIZE=6]Chill Touch[/SIZE]______________[SIZE=3]Necromancy Cantrip [I]You create a ghostly, skeletal hand to assail a creature with the chill of the grave.[/I][/SIZE] [B]Components:[/B] V, S [B]Casting Time:[/B] 1 Action [B]Range:[/B] 120 feet [B]Target:[/B] One creature within range [B]Effect:[/B] Make a ranged spell attack roll against the target. If it hits, the target takes 1d8 necrotic damage and cannot regain hit points until the start of your next turn. An undead target you hit with this spell has disadvantage on attack rolls against you until the end of your next turn. [B]Save:[/B] none. [B]At Higher Levels:[/B] This spell’s damage increases to 2d8 at 5th level, 3d8 at 11th level, and 4d8 at 17th level. For consistency, every line should appear in the same order in every block - here there was no 'Save' line, so I added it. Otherwise, my first question as both DM and player would be 'is there a save for this or not?'. I also combined your 'Effect' and 'Hit' lines as they are part of the same thing: what does the spell want to do; and tweaked the wording a bit here and elsewhere. And yeah, doing this for every single spell would be (and, I speak from experience, is) bloody tedious! :) [/QUOTE]
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