Thunder Brother
God Learner
Damage was primarily restricted to just cold, fire, and lightning. I thought about adding acid, poison, and thunder but they didn't really feel right. Same with necrotic and radiant, which probably could operate under their own spellcrafting rules.Yeah? Did you use “single target d10s based on the dmg table” as the default, and then lose die sizes, range, or number of dice to add other effects?
For additional effects depending on damage type, I was thinking fire would just be raw damage, cold would slow (10 or 15 feet), and lightning would prevent the use of reactions. Obviously the additional effects would come at the cost of damage, maybe a dice size.
Form | Initial Spell Level | Damage | Range/Effect |
Bolt | Cantrip | 1d8 | 120 feet |
Touch | Cantrip | 1d10 | Touch |
Cone | 1st | 2d6 | 15-foot cone |
Beam | 2nd | 4d6 | 60 foot line |
Ball | 3rd | 6d6 | 20 foot radius sphere |
Wall | 4th | 6d10 | Standard magic wall* |
Storm | 5th | 8d6 | 40 foot radius sphere, 1 minute duration |
I based the damage on what is presented in the DMG, each form is based on the destruction spells in Skyrim crossed with the basic spells in 5e. So ideally it would end up as a generic system. Full upcasting support, even for cantrips, because this system would probably work well with a spell point system.
Obviously none of this was tested, I haven't really thought about it for over a month.