Alright ENworld, I've come up with some new spells from level 5 to level 9 that are meant to deal Force damage. I get the feeling that some of these spells are rather... "Out of balance" when it comes to the spell level they're supposed to be cast from.
In the end, I need your help to get it down to those "Balanced" levels.
Here are the spells:
Lvl 5:
Forceball: This spell deals 1d6 damage every 2 levels up to a maximum of 10d6 worth of Force Damage in a 20 foot radius. There is a reflex save for half, and those who failed their reflex saves take full damage, and are flung 20 feet away from the blast center in the direction the most away from the blast center, and those that fall will fall prone unless they succeed on another reflex save. Creatures of Huge size or larger are immune to the knockback effect.
Takes 1 standard action to cast.
(I've intended this one to be like a specialized Fireball)
Lvl 6:
Force Nova: This spell deals 1d4 damage per level up to a maximum of 15d4 worth of Force Damage in a 20 foot radius around yourself. This attack deals half damage on a successful reflex save, but a failure flings you back 50 feet from the caster and if you fail another reflex save will knock you prone. All creature sizes are affected.
Takes 1 standard action to cast.
(This one isn't supposed to be a heavy damage dealer per say, but it is meant to be more tactical)
Lvl 7:
Force Cone: This spell deals 1d6 damage per level to a maximum of 15d6 in a 60 foot cone shaped blast. There is a reflex save for half, but if they fail their reflex saves, they will fly back 20 feet from the caster, and unless they succeed on another reflex save, they will fall over prone.
(This is another AoE Force spell with a different shape, something like Cone of Cold)
Lvl 8:
Force Chain: This spell deals 1d8 damage per level to a maximum of 15d8. This spell also extends to as many multiple targets as this spell has die (for example, if this spell deals 13d8 damage, this spell extends to up to 13 targets), however per ricochet, the total damage goes down by 1 die for each ricochet. The allowed targets for ricocheting are those within a 60 foot radius of the initial target.
(This one is supposed to be the Chain Missiles from hell)
Lvl 9:
Force Shower: This spell creates 4 orbs of force that crash down on their target areas, each having a 40ft radius spread. Those struck directly by the orb of force take 6d6 force damage, and then they must make a reflex save or fall prone. Those around the explosion take 2d6 force damage, and those caught in the explosion must succeed on a reflex save or be thrown back 20 feet away from the blast. If the target was subject to multiple blasts, then they fly back 20 feet in the direction the most away from the blasts. If they are encircled by blasts, they fly straight up into the air 20ft. Those that fall to the ground must then make another reflex save or fall prone. The initial target if a subject was the target does not take this area of effect damage, nor do they succumb to the knockback.
(This one is meant to be a more tactical Meteor Swarm spell, but doesn't have nearly as much AoE damage per say)
If you guys need clarification on any of those descriptions, let me know, and I'll try and clarify. Thank you guys.
In the end, I need your help to get it down to those "Balanced" levels.
Here are the spells:
Lvl 5:
Forceball: This spell deals 1d6 damage every 2 levels up to a maximum of 10d6 worth of Force Damage in a 20 foot radius. There is a reflex save for half, and those who failed their reflex saves take full damage, and are flung 20 feet away from the blast center in the direction the most away from the blast center, and those that fall will fall prone unless they succeed on another reflex save. Creatures of Huge size or larger are immune to the knockback effect.
Takes 1 standard action to cast.
(I've intended this one to be like a specialized Fireball)
Lvl 6:
Force Nova: This spell deals 1d4 damage per level up to a maximum of 15d4 worth of Force Damage in a 20 foot radius around yourself. This attack deals half damage on a successful reflex save, but a failure flings you back 50 feet from the caster and if you fail another reflex save will knock you prone. All creature sizes are affected.
Takes 1 standard action to cast.
(This one isn't supposed to be a heavy damage dealer per say, but it is meant to be more tactical)
Lvl 7:
Force Cone: This spell deals 1d6 damage per level to a maximum of 15d6 in a 60 foot cone shaped blast. There is a reflex save for half, but if they fail their reflex saves, they will fly back 20 feet from the caster, and unless they succeed on another reflex save, they will fall over prone.
(This is another AoE Force spell with a different shape, something like Cone of Cold)
Lvl 8:
Force Chain: This spell deals 1d8 damage per level to a maximum of 15d8. This spell also extends to as many multiple targets as this spell has die (for example, if this spell deals 13d8 damage, this spell extends to up to 13 targets), however per ricochet, the total damage goes down by 1 die for each ricochet. The allowed targets for ricocheting are those within a 60 foot radius of the initial target.
(This one is supposed to be the Chain Missiles from hell)
Lvl 9:
Force Shower: This spell creates 4 orbs of force that crash down on their target areas, each having a 40ft radius spread. Those struck directly by the orb of force take 6d6 force damage, and then they must make a reflex save or fall prone. Those around the explosion take 2d6 force damage, and those caught in the explosion must succeed on a reflex save or be thrown back 20 feet away from the blast. If the target was subject to multiple blasts, then they fly back 20 feet in the direction the most away from the blasts. If they are encircled by blasts, they fly straight up into the air 20ft. Those that fall to the ground must then make another reflex save or fall prone. The initial target if a subject was the target does not take this area of effect damage, nor do they succumb to the knockback.
(This one is meant to be a more tactical Meteor Swarm spell, but doesn't have nearly as much AoE damage per say)
If you guys need clarification on any of those descriptions, let me know, and I'll try and clarify. Thank you guys.
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