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What level is this spell?
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<blockquote data-quote="Quickleaf" data-source="post: 6963346" data-attributes="member: 20323"><p>I think I figured out something that's balanced for 3rd level...</p><p></p><p> [MENTION=6801209]mellored[/MENTION] I took your disadvantage idea and blended it with the reaction thing – doing that allowed me to incorporate the melee element of the original AD&D spell without making it broken powerful.</p><p> [MENTION=37579]Jester David[/MENTION] I totally took your page of replicating part of the effect of <em>wind wall</em>, and used its 3d8 damage as a guide post.</p><p> [MENTION=23716]Gadget[/MENTION] I restored a lot of the original spell's flavor, while still keeping the sphere element - this helps me differentiate it from <em>fire shield</em>, gives the player a bit more flexibility with creative ideas, and helps me balance it for 3rd level.</p><p></p><p><strong>Fire Spiral (considering renaming to Warding Flame)</strong></p><p><em>3rd-level abjuration</em></p><p></p><p><strong>Casting Time:</strong> 1 action</p><p><strong>Range:</strong> Self</p><p><strong>Components:</strong> V, S, M (small piece of pumice)</p><p><strong>Duration:</strong> Concentration, up to 1 minute</p><p></p><p>A transparent sphere flowing with spirals of flame springs into being centered on you, moving with you. You decide the sphere’s size when you cast this spell: anywhere between a 10-foot radius and hugging your body. Any creature crossing the boundary of the sphere must make a Constitution saving throw, sustaining 4d6 fire damage on a failed save, and half that much on a successful one; a creature can sustain this damage no more than once per round.</p><p></p><p> Arrows, bolts, and other ordinary projectiles launched at targets within the sphere are incinerated and automatically miss. (Boulders hurled by giants or siege engines, and similar projectiles, are unaffected.) </p><p></p><p> As a reaction to a weapon attack against a target within the sphere, you can impose disadvantage on the attack roll; if the attack misses (or would be automatically incinerated), you make it reflect off the sphere toward a target within range. The attacker re-rolls their attack against a creature of your choice, and on a hit the target takes 2d6 fire damage in addition to the attack’s normal damage. Thereupon, the ammunition or weapon is incinerated if it is nonmagical.</p></blockquote><p></p>
[QUOTE="Quickleaf, post: 6963346, member: 20323"] I think I figured out something that's balanced for 3rd level... [MENTION=6801209]mellored[/MENTION] I took your disadvantage idea and blended it with the reaction thing – doing that allowed me to incorporate the melee element of the original AD&D spell without making it broken powerful. [MENTION=37579]Jester David[/MENTION] I totally took your page of replicating part of the effect of [I]wind wall[/I], and used its 3d8 damage as a guide post. [MENTION=23716]Gadget[/MENTION] I restored a lot of the original spell's flavor, while still keeping the sphere element - this helps me differentiate it from [I]fire shield[/I], gives the player a bit more flexibility with creative ideas, and helps me balance it for 3rd level. [B]Fire Spiral (considering renaming to Warding Flame)[/B] [I]3rd-level abjuration[/I] [B]Casting Time:[/B] 1 action [B]Range:[/B] Self [B]Components:[/B] V, S, M (small piece of pumice) [B]Duration:[/B] Concentration, up to 1 minute A transparent sphere flowing with spirals of flame springs into being centered on you, moving with you. You decide the sphere’s size when you cast this spell: anywhere between a 10-foot radius and hugging your body. Any creature crossing the boundary of the sphere must make a Constitution saving throw, sustaining 4d6 fire damage on a failed save, and half that much on a successful one; a creature can sustain this damage no more than once per round. Arrows, bolts, and other ordinary projectiles launched at targets within the sphere are incinerated and automatically miss. (Boulders hurled by giants or siege engines, and similar projectiles, are unaffected.) As a reaction to a weapon attack against a target within the sphere, you can impose disadvantage on the attack roll; if the attack misses (or would be automatically incinerated), you make it reflect off the sphere toward a target within range. The attacker re-rolls their attack against a creature of your choice, and on a hit the target takes 2d6 fire damage in addition to the attack’s normal damage. Thereupon, the ammunition or weapon is incinerated if it is nonmagical. [/QUOTE]
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