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Ironing out a Homebrew Spell - Rapture -
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<blockquote data-quote="Zethnos" data-source="post: 7421683" data-attributes="member: 6801842"><p>Yeah I could see casting at a higher level granting knowledge of what the illusion was. Seems neat.</p><p></p><p>I know there are a few spells that do say it only works on creatures with intelligence "x" or higher. Maybe look at a few of those spells and steal the wording from there.</p><p>If you do that then I would be okay leaving it as using the Int save myself. Since that also limits the amount of creatures you could cast it on, I could argue that having the damage in it is okay. But I'd still recommend 2d6.</p><p></p><p>As a little tip for more homebrew you may work on in the future. I heard this from somewhere (can't remember now) and it always stuck with me. See if there is something that already exists that is similar to what you want first. If all you want to do is change the fluff, keep it the same and do that. If what you want to do changes it enough to add something new and useful to the game that isn't already there, take bits and pieces that are already out there and put them together. Like with my Hunger of Hadar example. You really could just look at that spell and a hand full of charm spells, take the way the damage works from hunger and then replace everything else with the effects of a mild charm spell of a lower level.</p></blockquote><p></p>
[QUOTE="Zethnos, post: 7421683, member: 6801842"] Yeah I could see casting at a higher level granting knowledge of what the illusion was. Seems neat. I know there are a few spells that do say it only works on creatures with intelligence "x" or higher. Maybe look at a few of those spells and steal the wording from there. If you do that then I would be okay leaving it as using the Int save myself. Since that also limits the amount of creatures you could cast it on, I could argue that having the damage in it is okay. But I'd still recommend 2d6. As a little tip for more homebrew you may work on in the future. I heard this from somewhere (can't remember now) and it always stuck with me. See if there is something that already exists that is similar to what you want first. If all you want to do is change the fluff, keep it the same and do that. If what you want to do changes it enough to add something new and useful to the game that isn't already there, take bits and pieces that are already out there and put them together. Like with my Hunger of Hadar example. You really could just look at that spell and a hand full of charm spells, take the way the damage works from hunger and then replace everything else with the effects of a mild charm spell of a lower level. [/QUOTE]
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