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Ironing out a Homebrew Spell - Rapture -
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<blockquote data-quote="Zethnos" data-source="post: 7421397" data-attributes="member: 6801842"><p>I would say to compare this spell to that of "Hunger of Hadar" <a href="http://engl393-dnd5th.wikia.com/wiki/Hunger_of_Hadar" target="_blank">http://engl393-dnd5th.wikia.com/wiki/Hunger_of_Hadar</a></p><p></p><p><strong>Homebrew</strong></p><p>Level: 3</p><p>Time: 1 Action</p><p>Length: Concentration - 1 minute.</p><p>Save: Int - Initially & Once per turn.</p><p>Condition: Unconscious - Grants advantage and automatic crit on hit & Immobilizes them.</p><p>Damage: 3D6 or Save for Half</p><p></p><p><strong>Hunger of Hadar</strong></p><p>Level: 3</p><p>Time: 1 Action</p><p>Length: Concentration - 1 minute.</p><p>Save: Dex - Once per end of turn.</p><p>Condition: Bindness - Grants advantage against. Difficult terrain - Half movement speed.</p><p>Damage: 2D6 or Save for None</p><p></p><p>They are somewhat similar in nature, but your spell is wayyyyy more powerful.</p><p></p><p><strong>Here is what makes it more powerful:</strong></p><p></p><p><strong>Condition: Unconscious VS Blindness & Difficult Terrain.</strong></p><p>- Unconscious | Immobilizes target, grants advantage to the attacker, & automatic crit upon being hit.</p><p>- Blindness & Difficult Terrain | Attacker is granted advantage, target has disadvantage to attack, & their movement speed is halved.</p><p>Your condition is pretty much double the effect of Hungers.</p><p>Also, Hunger creates a black sphere, so if someone was attacking the creature they wouldn't have advantage because they can't see them either.</p><p>There are lots of class features to deal with Difficult terrain.</p><p>There are very few features to deal with being charmed.</p><p></p><p><strong>Damage:</strong></p><p>- Your spell is 3d6, scales with level, & does half on a successful save.</p><p>- Hunger has 2d6, doesn't scale, and does none on a successful save.</p><p>Again you are way overdoing it. Especially when factoring in everything else.</p><p></p><p><strong>Save:</strong></p><p>- Your spell saves for Int.</p><p>- Hunger saves for Dex.</p><p>Not many creatures will be proficient in Int saves let alone have any kind of decent Int score.</p><p>Most charm spells are Wis saves for a reason.</p><p></p><p><strong>Conclusion:</strong></p><p>- Change Unconscious to Incapacitated.</p><p>This will give the effect you are looking for without granting advantage or crit.</p><p></p><p>- Drop the damage to 2d6, do not scale with level, do not save for half.</p><p>This will keep the damage on par with with other spells relatively similar to it.</p><p>Also, the main focus of this spell should not be the damage, it should be the incapacitated state.</p><p></p><p>- Change the save from Int to Wis.</p><p>This will keep the save on par with other charm like spells.</p><p></p><p>- Add something to the effect of, "This spell's effects end early and the target takes no damage from the spell if the target is attacked, or is physically moved. (Example, being shaken by another creature or pushed by a strong gust of wind.)"</p><p>This is typically the case with charms that the spell ends when the creature is attacked.</p><p>Negating the damage to 0 upon the spell being canceled also reduces the use of the spell purely for it's damage.</p><p></p><p>Even with these changes I still feel like it's going to be at least slightly stronger than every other charm, simply because no low level charm spell has damage incorporated into it (to my knowledge). These changes will, however, make it way more balanced than what it currently is.</p><p></p><p><strong>Spell with these changes:</strong></p><p><strong></strong><span style="color: #333333"><span style="font-family: 'Verdana'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Verdana'">Level: 3</span></span></p><p><span style="color: #333333"><span style="font-family: 'Verdana'">Time: 1 Action</span></span></p><p><span style="color: #333333"><span style="font-family: 'Verdana'">Duration: 1 Minute, Concentration</span></span></p><p><span style="color: #333333"><span style="font-family: 'Verdana'">Range: 60 feet</span></span></p><p><span style="color: #333333"><span style="font-family: 'Verdana'">Components: VSM</span></span></p><p></p><p><span style="font-family: 'Verdana'"><span style="color: #333333">You target one creature, on a failed Wisdom saving throw that creature is Charmed and enters a dreamlike state imagining they have obtained their greatest desire or an immediate fantasy. Example's could be, but are not limited to, standing in the middle of a pile of gold or being reunited with a lost loved one. You do not know what the target imagines under the effects of the spell. Even though they may be standing the target is incapacitated while charmed by the spell. On a successful save the target suffers no effects from the spell. On a failed save on each of its turns, the target can spend one action rationalizing the euphoric dream is not real and attempt the Intelligence save again. If the target makes the save after initially fail, it takes 2D6 psychic damage and their mind tries to cope with he shift back to reality. </span></span>This spell's effects end early and the target takes no damage from the spell if the target is attacked, or is physically moved. (Example, being shaken by another creature or pushed by a strong gust of wind.)</p><p></p><p><span style="color: #333333"><span style="font-family: 'Verdana'">Classes: Bard, Warlock</span></span></p></blockquote><p></p>
[QUOTE="Zethnos, post: 7421397, member: 6801842"] I would say to compare this spell to that of "Hunger of Hadar" [URL]http://engl393-dnd5th.wikia.com/wiki/Hunger_of_Hadar[/URL] [B]Homebrew[/B] Level: 3 Time: 1 Action Length: Concentration - 1 minute. Save: Int - Initially & Once per turn. Condition: Unconscious - Grants advantage and automatic crit on hit & Immobilizes them. Damage: 3D6 or Save for Half [B]Hunger of Hadar[/B] Level: 3 Time: 1 Action Length: Concentration - 1 minute. Save: Dex - Once per end of turn. Condition: Bindness - Grants advantage against. Difficult terrain - Half movement speed. Damage: 2D6 or Save for None They are somewhat similar in nature, but your spell is wayyyyy more powerful. [B]Here is what makes it more powerful:[/B] [B]Condition: Unconscious VS Blindness & Difficult Terrain.[/B] - Unconscious | Immobilizes target, grants advantage to the attacker, & automatic crit upon being hit. - Blindness & Difficult Terrain | Attacker is granted advantage, target has disadvantage to attack, & their movement speed is halved. Your condition is pretty much double the effect of Hungers. Also, Hunger creates a black sphere, so if someone was attacking the creature they wouldn't have advantage because they can't see them either. There are lots of class features to deal with Difficult terrain. There are very few features to deal with being charmed. [B]Damage:[/B] - Your spell is 3d6, scales with level, & does half on a successful save. - Hunger has 2d6, doesn't scale, and does none on a successful save. Again you are way overdoing it. Especially when factoring in everything else. [B]Save:[/B] - Your spell saves for Int. - Hunger saves for Dex. Not many creatures will be proficient in Int saves let alone have any kind of decent Int score. Most charm spells are Wis saves for a reason. [B]Conclusion:[/B] - Change Unconscious to Incapacitated. This will give the effect you are looking for without granting advantage or crit. - Drop the damage to 2d6, do not scale with level, do not save for half. This will keep the damage on par with with other spells relatively similar to it. Also, the main focus of this spell should not be the damage, it should be the incapacitated state. - Change the save from Int to Wis. This will keep the save on par with other charm like spells. - Add something to the effect of, "This spell's effects end early and the target takes no damage from the spell if the target is attacked, or is physically moved. (Example, being shaken by another creature or pushed by a strong gust of wind.)" This is typically the case with charms that the spell ends when the creature is attacked. Negating the damage to 0 upon the spell being canceled also reduces the use of the spell purely for it's damage. Even with these changes I still feel like it's going to be at least slightly stronger than every other charm, simply because no low level charm spell has damage incorporated into it (to my knowledge). These changes will, however, make it way more balanced than what it currently is. [B]Spell with these changes: [/B][COLOR=#333333][FONT=Verdana] Level: 3[/FONT][/COLOR] [COLOR=#333333][FONT=Verdana]Time: 1 Action[/FONT][/COLOR] [COLOR=#333333][FONT=Verdana]Duration: 1 Minute, Concentration[/FONT][/COLOR] [COLOR=#333333][FONT=Verdana]Range: 60 feet[/FONT][/COLOR] [COLOR=#333333][FONT=Verdana]Components: VSM[/FONT][/COLOR] [FONT=Verdana][COLOR=#333333]You target one creature, on a failed Wisdom saving throw that creature is Charmed and enters a dreamlike state imagining they have obtained their greatest desire or an immediate fantasy. Example's could be, but are not limited to, standing in the middle of a pile of gold or being reunited with a lost loved one. You do not know what the target imagines under the effects of the spell. Even though they may be standing the target is incapacitated while charmed by the spell. On a successful save the target suffers no effects from the spell. On a failed save on each of its turns, the target can spend one action rationalizing the euphoric dream is not real and attempt the Intelligence save again. If the target makes the save after initially fail, it takes 2D6 psychic damage and their mind tries to cope with he shift back to reality. [/COLOR][/FONT]This spell's effects end early and the target takes no damage from the spell if the target is attacked, or is physically moved. (Example, being shaken by another creature or pushed by a strong gust of wind.) [COLOR=#333333][FONT=Verdana]Classes: Bard, Warlock[/FONT][/COLOR] [/QUOTE]
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