Spell Workshop

Post/Author/DateTimePost
#1

Goblin_Flectomancer

Oct 20, 2014 5:01:14

I'm working on a project which involves the conversion of multiple spells my home setting has from their Pathfinder versions. For the most part I've went back to the drawing board.  I'd like to look at three of them which are very unusual in their effect and as such tricky to balance.

 

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Alacrity
3rd level aboran transmutation
Casting Time: 1 bonus action
Range: Self
Components: V, S, M (a swift feather)
Duration: Concentration, up to 1 minute

Your casting is sped up so that all spells with a 1 action casting time must be cast as a bonus action. Spells with other casting times are unaffected.
 

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#2

Goblin_Flectomancer

Oct 20, 2014 5:21:27

It just occurred to me, surging a Time Warp could be nuts.  Assuming both casters are high enough level to cast 6th level spells, Surge would be cast at 6th level, pumping Time Warp to 10th, allowing it to target 5 creatures.  For a 5 person party that's a net gain of 4 actions since Surge only uses a reaction.

 

Have to think on this, but whether or not surge is weak, that combo is *not* weak.

#3

Goblin_Flectomancer

Oct 21, 2014 5:20:38

I'll hazard a guess that these seem balanced to the floor.  In my experience people only comment when something is broken, and only comment to chide or correct the author.  Let's look at a pair of cantrips.

 

Addle
Sodran necromancy cantrip
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Instantaneous

You spike the magical energies around a creature with the primary intent of disrupting their concentration. The target rolls a concentration check with their casting ability instead of concentration against a DC of 10 + 1d4. If they fail, not only is the spell lost but also psychic damage is dealt equal to half the die roll.

At 5th level use (2d4), 11th level (3d4) and 17th level (4d4)