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General Tabletop Discussion
*Dungeons & Dragons
Your thoughts on these homebrew spells
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<blockquote data-quote="BacchusNL" data-source="post: 8022849" data-attributes="member: 6982024"><p>The original formula was "Take xD4 fire damage and gain twice that amount + spellcasting modifier as temp HP". After Baldur's_Underdark suggestion I changed it to two seperate dice rolls to increase the outcome variations a bit. Baldurs_Underdark calculation works in that old system though.</p><p></p><p>For comparison here is the diffrence betwen the two formulas on a lvl 1 sigil with 16 cha (+3 spell mod);</p><p>Old worst case scenario; deal 1 fire damage, shield for 5</p><p>Old best case scenario; Deal 4 fire damage, shield for 11</p><p>New worst case scenario; deal 4 fire damage, shield for 5</p><p>New best case scenario; deal 1 fire damage, shield for 11</p><p></p><p>It's a good question on wether I see the spell protecting from enviriomental or falling damage. I'm leaning towards "not unless you make a perception check aswell". There might just be enough time to get the spell up when a roof collapses on you, but there just as well might not be.</p><p>My basic idea behind the spells was that these would be the sort used by the battlefield commanders of the Nine Hells during skirmishes in the Blood War to protect their troops from enemy spells and attacks. I think an incomming fireball gives just enough time for that "brace for impact"-command, while for a collapsing roof will be much harder, but maybe still possible.</p><p></p><p></p><p></p><p></p><p>Yeah, it's just for flavour. I wanted to represent the "this-for-that" nature of the Nine Hells, by lack of a better description. When cast on a mortal I can imagine Asmodeus, in the merest fraction of a second, whispering into your ear "Hey, you got a Giant's axe swinging for your head. What if I funnelled some of this lifeforce into a shield and you might survive this? Don't worry about what I do with it, you can heal it back up later <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> ".</p></blockquote><p></p>
[QUOTE="BacchusNL, post: 8022849, member: 6982024"] The original formula was "Take xD4 fire damage and gain twice that amount + spellcasting modifier as temp HP". After Baldur's_Underdark suggestion I changed it to two seperate dice rolls to increase the outcome variations a bit. Baldurs_Underdark calculation works in that old system though. For comparison here is the diffrence betwen the two formulas on a lvl 1 sigil with 16 cha (+3 spell mod); Old worst case scenario; deal 1 fire damage, shield for 5 Old best case scenario; Deal 4 fire damage, shield for 11 New worst case scenario; deal 4 fire damage, shield for 5 New best case scenario; deal 1 fire damage, shield for 11 It's a good question on wether I see the spell protecting from enviriomental or falling damage. I'm leaning towards "not unless you make a perception check aswell". There might just be enough time to get the spell up when a roof collapses on you, but there just as well might not be. My basic idea behind the spells was that these would be the sort used by the battlefield commanders of the Nine Hells during skirmishes in the Blood War to protect their troops from enemy spells and attacks. I think an incomming fireball gives just enough time for that "brace for impact"-command, while for a collapsing roof will be much harder, but maybe still possible. Yeah, it's just for flavour. I wanted to represent the "this-for-that" nature of the Nine Hells, by lack of a better description. When cast on a mortal I can imagine Asmodeus, in the merest fraction of a second, whispering into your ear "Hey, you got a Giant's axe swinging for your head. What if I funnelled some of this lifeforce into a shield and you might survive this? Don't worry about what I do with it, you can heal it back up later ;) ". [/QUOTE]
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