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Community
General Tabletop Discussion
*Dungeons & Dragons
Some New Divination Spells
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<blockquote data-quote="JiffyPopTart" data-source="post: 7509527" data-attributes="member: 4881"><p>Overall: I think a general theme to Divination spells should be that they only affect your party and your parties rolls. While I can appreciate that you can model "The wizards casts better" as "The enemy has disadvantage to saves" I feel its more thematic to only allow the diviner to affect his own sides crunchy rules.</p><p></p><p>Detect Maleficense: I would add Undead to the sources to be able to detect vampire charms and ghost posessions and the like.</p><p></p><p>Combat Clarity & Mass: I think its a good trade for a 3rd level spell. The spell slot AND the concentration is a good trade to give another party member advantages to attack rolls. Adding in the saves negative goes against my "overall" thoughts on the class. I'd try to find another buff for the good guys rather than a penalty for the bad guys.</p><p></p><p>Doom Sense: As much as I think divination should only help the party, I triple think that divination spells shouldn't mechanically deal damage directly. Instead I would add damage from the original damage source. The Doom Sense should add 1d4+X to any damage rolls affecting the target.</p><p></p><p>Sword of Damocles: Similar to Doom Sense this should not deal damage directly. Instead I would have them make a CHA save when you cast the spell to create the sword over the targets head. If it has been successfully cast you can then use a reaction to drop the sword which would add your spell number of dice to the original attack you reacted to. Also, by the wording of your spell you cast this thing, don't have to concentrate, and it lasts for 8 hours giving you a reaction every single round to deal out 12d6 damage. I don't think that was your intention but that is how its worded. That would be bonkers if it did that.</p></blockquote><p></p>
[QUOTE="JiffyPopTart, post: 7509527, member: 4881"] Overall: I think a general theme to Divination spells should be that they only affect your party and your parties rolls. While I can appreciate that you can model "The wizards casts better" as "The enemy has disadvantage to saves" I feel its more thematic to only allow the diviner to affect his own sides crunchy rules. Detect Maleficense: I would add Undead to the sources to be able to detect vampire charms and ghost posessions and the like. Combat Clarity & Mass: I think its a good trade for a 3rd level spell. The spell slot AND the concentration is a good trade to give another party member advantages to attack rolls. Adding in the saves negative goes against my "overall" thoughts on the class. I'd try to find another buff for the good guys rather than a penalty for the bad guys. Doom Sense: As much as I think divination should only help the party, I triple think that divination spells shouldn't mechanically deal damage directly. Instead I would add damage from the original damage source. The Doom Sense should add 1d4+X to any damage rolls affecting the target. Sword of Damocles: Similar to Doom Sense this should not deal damage directly. Instead I would have them make a CHA save when you cast the spell to create the sword over the targets head. If it has been successfully cast you can then use a reaction to drop the sword which would add your spell number of dice to the original attack you reacted to. Also, by the wording of your spell you cast this thing, don't have to concentrate, and it lasts for 8 hours giving you a reaction every single round to deal out 12d6 damage. I don't think that was your intention but that is how its worded. That would be bonkers if it did that. [/QUOTE]
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Community
General Tabletop Discussion
*Dungeons & Dragons
Some New Divination Spells
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