D&D 5E New Spell: Vampiric Aura

Stalker0

Legend
While I really like the spell Vampiric Touch, I feel it takes a lot of optimization to be worth using in combat. So I wanted a more "wizardy" type spell that does the same thing, and would be powerful enough to do in combat. Let me know what you think of this spell, and what level you think its worth assigning. On the one hand, it does decent damage and lets you heal, but I find any spell that forces a spellcaster to be close to his enemies better do the job, or else the wizard is in trouble.

Vampiric Aura (Necromancy)
Level: X
Range: Self
Duration: 1 minute (concentration)

When you first cast the spell, all creatures (except constructs and undead) within 60 feet make a constitution saving throw. On a failure, they take 5d6 necrotic damage. You heal half of all damage done by the spell.

In each successive round, you may use a bonus action to activate the effect.
 

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I think spells that potentially affect more than one creature (and with a 60 ft aura there is a good chance of it) should do less damage per target than the single target ones.

That being said, this feels like a high level spell that is more likely to see use by evil NPC's, since a 60-ft aura that damages everyone in it isn't likely to make a PC loved by the other PC's.
 

Vampiric Touch is 3rd level and affects one target at melee range. This does nearly twice as much damage, and affects all targets at a fairly decent range. Let's say there tends to be 6 people within 60' (though there could be a hundred in a crowded market square). You do 30d6 damage and heal 15d6 hit points (in a crowded market square you do 500d6 damage and heal 250d6 hit points).

8th-9th level, I'm saying. It's a really powerful spell, especially in the hands of a bad guy. Its verging on the wishes and meteor swarms in power.
 

While I really like the spell Vampiric Touch, I feel it takes a lot of optimization to be worth using in combat.

That's an understatement! In my game, I've changed Vampiric Touch to be a touch spell (so can cast through a familiar) that is a one time 7d6 damage, half of which goes to healing the caster. It is still somewhat risky for a wizardly type, as they have to be up close and personal (other than using a familiar), but it is an instantaneous thing that will be worth the risk in the right circumstances.

Anyways, on to your spell.

So I wanted a more "wizardy" type spell that does the same thing, and would be powerful enough to do in combat. Let me know what you think of this spell, and what level you think its worth assigning. On the one hand, it does decent damage and lets you heal, but I find any spell that forces a spellcaster to be close to his enemies better do the job, or else the wizard is in trouble.

Vampiric Aura (Necromancy)
Level: X
Range: Self
Duration: 1 minute (concentration)

When you first cast the spell, all creatures (except constructs and undead) within 60 feet make a constitution saving throw. On a failure, they take 5d6 necrotic damage. You heal half of all damage done by the spell.

In each successive round, you may use a bonus action to activate the effect.

5e does seem to rate ongoing damage spells quite high in balancing them (I would argue too high), but this is quite good due to it being an area spell and the healing provided. I would have to concur with Morrus, it is probably 8th or 9th level. Can you imagine a lich with this spell? Actually, can you imagine a lich without this spell in a world that has it?
 

I think the best comparison to this spell would be the XGE Enervation spell.
The target must make a Dexterity saving throw. On a successful save, the target takes 2d8 necrotic damage, and the spell ends. On a failed save, the target takes 4d8 necrotic damage, and until the spell ends, you can use your action on each of your turns to automatically deal 4d8 necrotic damage to the target. The spell ends if you use your action to do anything else, if the target is ever outside the spell’s range, or if the target has total cover from you.

Whenever the spell deals damage to a target, you regain hit points equal to half the amount of necrotic damage the target takes.

Same Range, same duration, and roughly the same damage per round (17.5 avg for Vampiric Aura vs. 18 for enervation) as what you're proposing, but a single target, not everyone in an aura. It is a 5th level spell.

If the target leaves the area, or you spend an action to do anything the spell ends. Otherwise, you can potentially deal and heal up to 40d8 (180 avg) necrotic & 20d8 (90 avg) healing over 1 minute with ideal conditions.

I think for your spell to be nearly in line with other spells it needs to be probably 9th level as Morrus suggests.

If you want to tone down the level I would say you should add language like enervation where it takes your action to maintain. I would also add language that the effect hits when creatures enter the area or end their turn there (like Hunger of Hadar and others).

Adding those caveats about using an action to maintain, and it only occuring at the end of their turn or when they first enter the aura, then I'd probably allow it at 8th.
 

As others have pointed out, this would be a fantastic spell for a high level bad guy (especially one that doesn't care about their minions).

Since it affects a large area and provides healing, you wouldn't necessarily need this to be a long duration spell. The damage is nice, but you won't even benefit from that much healing sunce you'll be at max well before the end of the spell, even with enemies attacking.

I'd recommend making it an instantaneous spell (no duration). That put's it in the realm damage-wise as a self-centered fireball plus healing. Doing that would make it more along the line of 4th or 5th level.

A spell you may want to look at is aura of desecration (presented with Matt Colville's Illrigger class). Has a similar effect, though lower damage and he puts it at 5th level.
 

While I really like the spell Vampiric Touch, I feel it takes a lot of optimization to be worth using in combat. So I wanted a more "wizardy" type spell that does the same thing, and would be powerful enough to do in combat. Let me know what you think of this spell, and what level you think its worth assigning. On the one hand, it does decent damage and lets you heal, but I find any spell that forces a spellcaster to be close to his enemies better do the job, or else the wizard is in trouble.

Vampiric Aura (Necromancy)
Level: X
Range: Self
Duration: 1 minute (concentration)

When you first cast the spell, all creatures (except constructs and undead) within 60 feet make a constitution saving throw. On a failure, they take 5d6 necrotic damage. You heal half of all damage done by the spell.

In each successive round, you may use a bonus action to activate the effect.

Vampiric unarmed attack (namely bite) makes more sense for the classical vampire archetype.

A vampiric ‘aura’ reminds me more of other kinds of vampire archetypes, such as feeding off of sexual lust (Butcher novels) and emotional drains (What We Do in the Dark), and so on. More about thoughts, less about blood.
 

While I really like the spell Vampiric Touch, I feel it takes a lot of optimization to be worth using in combat. So I wanted a more "wizardy" type spell that does the same thing, and would be powerful enough to do in combat. Let me know what you think of this spell, and what level you think its worth assigning. On the one hand, it does decent damage and lets you heal, but I find any spell that forces a spellcaster to be close to his enemies better do the job, or else the wizard is in trouble.

Vampiric Aura (Necromancy)
Level: X
Range: Self
Duration: 1 minute (concentration)

When you first cast the spell, all creatures (except constructs and undead) within 60 feet make a constitution saving throw. On a failure, they take 5d6 necrotic damage. You heal half of all damage done by the spell.

In each successive round, you may use a bonus action to activate the effect.
The more I think about how overpowered this spell is, the more I think it should only be 9th level. Like was stated, 120' diameter, you're killing hundreds of ppl. In most enclosed places, anyone fighting a creature using this spell can't get out of it. If you gave undead the ability to heal from necrotic damage as they spell would make a fight extremely deadly if a lich or powerful necromancer cast it.
 


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