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General Tabletop Discussion
*Dungeons & Dragons
Two new homebrewed spells
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<blockquote data-quote="Primitive Screwhead" data-source="post: 4028837" data-attributes="member: 20805"><p>A wall, generally, follows the edge of a square. In the event it splits a square the character can choose which side it ends up on <em>in the same square</em>.</p><p></p><p>Your spell has an area effect that the character would have to leave the square to escape the spell... so better to leave it simply as Ref Negates <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Possibly something like:</p><p></p><p>You create a number of metal shards equal to your caster level. Initially these shards swarm and area of 10' radious dealing 1 point of damage per shard to any character it envelops. The caster can chose to propel one or more shards at a target, each one striking as a thrown weapon for 1D6 damage. The caster can propel 1 shard with a swift action, 2 shards with a move action, and/or 3 shards with a standard action. The target(s) cannot have cover compared to the location of the shard swarm or concealment from the caster. Use 1D20 + caster level + prime casting stat modifier against normal AC to determine hits. The shards have a 20' range increment counted from the swarm.</p><p> The shards are destroyed when propelled, and any not used before the spell ends dissapear.</p><p></p><p>or not <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>One note, because it is a series of single attacks, DR could completely nerf this. Perhaps had a boost to the damage along the lines of 1D6 + Chr mod?</p></blockquote><p></p>
[QUOTE="Primitive Screwhead, post: 4028837, member: 20805"] A wall, generally, follows the edge of a square. In the event it splits a square the character can choose which side it ends up on [i]in the same square[/i]. Your spell has an area effect that the character would have to leave the square to escape the spell... so better to leave it simply as Ref Negates :) Possibly something like: You create a number of metal shards equal to your caster level. Initially these shards swarm and area of 10' radious dealing 1 point of damage per shard to any character it envelops. The caster can chose to propel one or more shards at a target, each one striking as a thrown weapon for 1D6 damage. The caster can propel 1 shard with a swift action, 2 shards with a move action, and/or 3 shards with a standard action. The target(s) cannot have cover compared to the location of the shard swarm or concealment from the caster. Use 1D20 + caster level + prime casting stat modifier against normal AC to determine hits. The shards have a 20' range increment counted from the swarm. The shards are destroyed when propelled, and any not used before the spell ends dissapear. or not :) One note, because it is a series of single attacks, DR could completely nerf this. Perhaps had a boost to the damage along the lines of 1D6 + Chr mod? [/QUOTE]
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Two new homebrewed spells
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