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New Spell: Blood Pulse
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<blockquote data-quote="FormerlyHemlock" data-source="post: 7137212" data-attributes="member: 6787650"><p>Hmmmm. I was okay with it up until the line "This additional damage is equal to the damage you dealt to yourself at the beginning of the spell." Seems a bit steep--for every 5' of movement? Make it more like Wall of Fire (they take damage from moving through it, but only once per turn) and I'll bite. (The damage doesn't reduce maximum HP and can readily be healed, or even just come out of temp HP, so don't be surprised if the 3d10 damage option is chosen frequently.) </p><p></p><p>If you leave the spell in its current form, I'd call that a 6th level spell. (If you cast it directly on a creature, using 3d10, it will take 12d10+6d6 = 87 points of damage on average getting out. A successful Con save will reduce damage only by 10 points; and a Repelling Blast will knock them right back in for a fresh 12d10 = 70 points of damage.)</p><p></p><p>Also, you might want to make it explicit which damage "At Higher Levels" increases. Clearly it's intended to be the 6d6 initial damage, but it wouldn't hurt to be specific: "the initial damage increases by 1d6..."</p><p></p><p>Finally, wouldn't hurt to be specific about the appearance of the affected area while affected. Aside from the initial streak of plasma motes, is there anything going on that might lead creatures to realize that they'll take severe damage from crossing the area?</p></blockquote><p></p>
[QUOTE="FormerlyHemlock, post: 7137212, member: 6787650"] Hmmmm. I was okay with it up until the line "This additional damage is equal to the damage you dealt to yourself at the beginning of the spell." Seems a bit steep--for every 5' of movement? Make it more like Wall of Fire (they take damage from moving through it, but only once per turn) and I'll bite. (The damage doesn't reduce maximum HP and can readily be healed, or even just come out of temp HP, so don't be surprised if the 3d10 damage option is chosen frequently.) If you leave the spell in its current form, I'd call that a 6th level spell. (If you cast it directly on a creature, using 3d10, it will take 12d10+6d6 = 87 points of damage on average getting out. A successful Con save will reduce damage only by 10 points; and a Repelling Blast will knock them right back in for a fresh 12d10 = 70 points of damage.) Also, you might want to make it explicit which damage "At Higher Levels" increases. Clearly it's intended to be the 6d6 initial damage, but it wouldn't hurt to be specific: "the initial damage increases by 1d6..." Finally, wouldn't hurt to be specific about the appearance of the affected area while affected. Aside from the initial streak of plasma motes, is there anything going on that might lead creatures to realize that they'll take severe damage from crossing the area? [/QUOTE]
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