Book of the Dead (Homebrew Necromancy Spells)

Post/Author/DateTimePost
#1

Yunru

Mar 11, 2015 5:46:12

Waste Away:

1st Level Necromancy Spell

Range: 30"

Set one creature you can see's Exhaustion level to 2. An unwilling creature can attempt to make a Constitution Saving Throw against you Spell DC to resist the effect.

When cast in a 3rd level spell slot or higher: Add 1 level of Exhaustion for every 2 levels above 1st.

 

Lifelink:
3rd Level Necromancy Spell
Range: 30"
Chose one creature you can see. For the next minute, you can use a bonus action to have that creature make a Constitution Saving Throw against your spell DC, on a failed save that creature takes 3d6 damage and you regain that many hitpoints.
On a successful save that creature takes half damage and the spell ends.
When cast in a 4th level spell slot or higher: Add 1d6 of damage for each level above 3rd.

#2

Matau99

Mar 11, 2015 6:16:44

Every 2 levels is still scary, but at least it takes until 9th level to autokill. Not broken, but very, very strong. You should at least include a save (Con would be fitting.)

(Reply to #2)

RubenRybnikk

[quote="Matau99"]

Every 2 levels is still scary, but at least it takes until 9th level to autokill. Not broken, but very, very strong. You should at least include a save (Con would be fitting.)

[/quote]
+1

And/or make it a touch spell.
#4

cowleymen

Mar 11, 2015 17:37:00

RubenRybnikk wrote:
#5

Eggnogfool

Mar 11, 2015 18:49:10

I'd save for half as many levels (rounded down).

#6

Yunru

Mar 11, 2015 19:00:11
Note that we've an Open Hand Monk's Save or Die to contrast with.
(Reply to #6)

RubenRybnikk

If you want to use that as a comparison...

Quivering Palm requires:

1.) You have to hit with an attack
2.) They have to fail a con save

Your spell doesnt require either. I really like the idea, but it should probably be at least a range of touch and involve a con save. Given how powerful it can get, I would do:

1.) Melee spell attack
2.) If hit, they have to make a Con save. Takes 1/4 of the level of exhaustion (rounded down) on failed save.
#8

Yunru

Mar 12, 2015 3:18:02
Consider that to kill Waste Away uses your only level 9 slot. Where as Quivering Palm can be used over 6 times per rest. Oh and a butt-tonne of damage if they do save.
#9

Matau99

Mar 13, 2015 6:57:13

The point isn't about the fact that Monks get a really cool power (which, by the way, only reduces an enemy to 0 hit points, not kills them, so they make death saves, as well as the initial to-hit and save). The point is, this spell is like Irresistible Phantasmal Killer or Irresistible Slay Living--no save, just die.

 

Do you really think a 9th-level spell should allow a PC to instakill Tiamat?

 

I sure don't.

 

And even at lower levels, this is really strong.  At third level, they have disadvantage on ability checks, speed halved, and disadvantage on attack rolls and saving throws, all with no save. That's probably the strongest 3rd-level spell in the game, and you could get that at the same level the fighter gets an extra attack.

#10

Yunru

Mar 13, 2015 7:09:05
Added a Con check.
#11

Matau99

Mar 13, 2015 7:15:27

Do you want a Con check, or a Con save? A Con save would probably make more sense--you're trying to resist this exhaustion. It'd also be easier to pass. Legendary creatures can auto-succeed on saves, but not checks (a reason why Maze is so powerful).

 

But overall, I love this idea.

 

I do have one more question--it sets their exhaustion at 2 if it's a level 1 spell. Does mean, if your current exhaustion level is 5 and you're on the edge of death, you can cast it on yourself and recover to 2?

#12

Yunru

Mar 13, 2015 7:18:55
Save definitely. I prefer checks thematically, but it'd be too powerful (especially with Hex thrown in).

Edit: unsure on the wording, but eh.

(Reply to #11)

Yunru

Matau99 wrote:
#14

Yunru

Jun 03, 2015 18:00:56

Adde Lifelink. Again, no idea how balanced.

#15

arky_grimm

Jun 06, 2015 6:56:02

I love the concept of both of your spells, especially since I'm tinkering with a Necromancer in the campaign that im currently in. My only problem, and its with my campaign, not your spells, is that we have a rules-lawyer playing with us that would never let these spells fly. heck, i catch grief when i make the arguement that i should have access to ALL necromancy spells, not just wizard but cleric/paladin as well.

(Reply to #9)

arnwolf666

Matau99 wrote: