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Spells: the Good, the Bad, and the Downright Orcish Grandmother
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<blockquote data-quote="Hawk Diesel" data-source="post: 7329282" data-attributes="member: 59848"><p>Thread Resurrection!</p><p></p><p>So I've been thinking about some of the problematic spells described in this thread. I have some ideas.</p><p></p><p>Jump - This is less a problem with the spell, and more a problem with your movement speed being a limiting factor if your jump distance is greater than your movement speed. I think the better way to approach this is to just allow people to exceed their movement speed as a normal move action when their jump distance is greater. Obviously, certain types of character builds could take advantage of this. I think a potential limiting factor that could be implemented is to call for constitution saves to avoid gaining levels of exhaustion if you make too many jumps too quickly. I think this would need to be a DM call on what that looks like, but it would keep people from abusing the jump distance to get consistent movement higher than their base speed.</p><p></p><p>Ray of Enfeeblement - I don't believe a spell should require an attack roll AND a saving throw. For this spell, I remove the attack roll aspect. The target is automatically affected to start, and makes their constitution save at the end of each turn. This guarantees one round of dealing half damage. I think this is necessary as most frontline fighters that you would target tend to have good Con, and so this way you consistently get at least one round out of the spell. Not sure any other such spells exist like this, so I'm not sure if this makes it too powerful for a second level spell. But since it doesn't have direct offensive capability so much as defensive capability, I think it is an appropriate power level. </p><p></p><p>Color Spray - I don't mind this spell too much. There's no save, and it has a mechanic similar to sleep (though not as long lasting). My only recommended change is to change the line that states "the effects last until the spell ends" to "the effects last until the start of your next turn." </p><p></p><p>This one wasn't previously mentioned, but I thought I'd present it here to get others thoughts.</p><p></p><p><strong>Power Word Kill</strong></p><p><em>9th-level enchantment</em></p><p>Casting Time: 1 action</p><p>Range: 60 feet</p><p>Components: V</p><p>Duration: Instantaneous</p><p></p><p>You utter a word of power that can compel one creature you can see within range to die instantly. If the creature you choose has 100 hit points or fewer, it dies. It the creature has more than 100 hit points, it must make a Constitution saving throw. If the creature fails, it is reduced to one quarter of its remaining hit point total (rounded down). If the creature succeeds, it takes 50 points of necrotic damage.</p><p></p><p><em>Reasoning:</em> Being able to instantly kill a creature with 100 HP or less is great, don't get me wrong. Especially without a save. But its also kind of a boring spell. And it also makes a player have to guess the opponent's HP, which requires some metagaming. Additionally, A player with over 100 HP has nothing to fear from this spell until he's been worn down a bit. But what if the big bad that they're facing doesn't have minions or anything left to wear the players down for the Coup de Grace? I think this allows a player to use it without having to metagame, and it allows it a measure of respect even from the most dangerous of creatures. This really is Power Word: Kill.</p><p></p><p>Now, I'm curious with XGtE having been recently released and people having had time to read through those spells, are there any new spells that might be added to this list?</p></blockquote><p></p>
[QUOTE="Hawk Diesel, post: 7329282, member: 59848"] Thread Resurrection! So I've been thinking about some of the problematic spells described in this thread. I have some ideas. Jump - This is less a problem with the spell, and more a problem with your movement speed being a limiting factor if your jump distance is greater than your movement speed. I think the better way to approach this is to just allow people to exceed their movement speed as a normal move action when their jump distance is greater. Obviously, certain types of character builds could take advantage of this. I think a potential limiting factor that could be implemented is to call for constitution saves to avoid gaining levels of exhaustion if you make too many jumps too quickly. I think this would need to be a DM call on what that looks like, but it would keep people from abusing the jump distance to get consistent movement higher than their base speed. Ray of Enfeeblement - I don't believe a spell should require an attack roll AND a saving throw. For this spell, I remove the attack roll aspect. The target is automatically affected to start, and makes their constitution save at the end of each turn. This guarantees one round of dealing half damage. I think this is necessary as most frontline fighters that you would target tend to have good Con, and so this way you consistently get at least one round out of the spell. Not sure any other such spells exist like this, so I'm not sure if this makes it too powerful for a second level spell. But since it doesn't have direct offensive capability so much as defensive capability, I think it is an appropriate power level. Color Spray - I don't mind this spell too much. There's no save, and it has a mechanic similar to sleep (though not as long lasting). My only recommended change is to change the line that states "the effects last until the spell ends" to "the effects last until the start of your next turn." This one wasn't previously mentioned, but I thought I'd present it here to get others thoughts. [B]Power Word Kill[/B] [I]9th-level enchantment[/I] Casting Time: 1 action Range: 60 feet Components: V Duration: Instantaneous You utter a word of power that can compel one creature you can see within range to die instantly. If the creature you choose has 100 hit points or fewer, it dies. It the creature has more than 100 hit points, it must make a Constitution saving throw. If the creature fails, it is reduced to one quarter of its remaining hit point total (rounded down). If the creature succeeds, it takes 50 points of necrotic damage. [I]Reasoning:[/I] Being able to instantly kill a creature with 100 HP or less is great, don't get me wrong. Especially without a save. But its also kind of a boring spell. And it also makes a player have to guess the opponent's HP, which requires some metagaming. Additionally, A player with over 100 HP has nothing to fear from this spell until he's been worn down a bit. But what if the big bad that they're facing doesn't have minions or anything left to wear the players down for the Coup de Grace? I think this allows a player to use it without having to metagame, and it allows it a measure of respect even from the most dangerous of creatures. This really is Power Word: Kill. Now, I'm curious with XGtE having been recently released and people having had time to read through those spells, are there any new spells that might be added to this list? [/QUOTE]
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