New Spells in Icewind Dale: Rime of the Frostmaiden | Nerd Immersion
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- Опубликовано: 11 сен 2024
- We knew there would be some new spells coming in Icewind Dale: Rime of the Frostmaiden, and now we have them! Unfortunately it's only 3 spells and they're all for Wizards. That being said, I like all of them a lot for their different aspects. What do you think of these new D&D spells?
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It’s pronounced “Maw-Gen” Magen is a relative term thrown around to show powerful casters typically. If you have ever seen That time I got reincarnated as a Slime anime they use the term frequently there.
"Acid Ears"
"Necrosis Toes"
"Radiant Teeth"
"Thunder Thighs"
"Poison Gas Butt"
Poison Gas Butt really needs to become official.
Thunder Thighs is great!
I guess spells really can be cursed
And radiant teeth is “my shiny teeth and me!”
Whenever someone says only for this class I'm like, "Thank goodness I'm a bard."
I was thinking, “oh that blade of devastation would go so well with the Whisper Bard’s psychic blade ability”
@@knightghaleon Oh yeah that sounds sick, I'm playing a valor bard so I could spell attack and then double attack with this. Would be pretty cool!
@@knightghaleon No, the psychic blade ability is only Weapon attacks. Blade of Devastation does Melee *Spell* attacks.
@Tommaso Grillo I could see a druid having the ice one, but thats about it
@@petersenior5432 So it isnt tied to spells that do psychic damage?
You forgot there is already another 1st level spell that uses the hands, ThunderWAVE.
I'm a big fan of Ted's "Wacky Inflatable Lightning Arms" at 8:36 though :P
Thunderwave is a cube not a cone tho
@@TheFuriousBrother That's a design that I much prefer over generic re-skins of spells with a different element, like 4 different versions of burning hands tbh.
I agree that most, if not all, elemental types should be represented per level on a wizards spell list but atleast let them have diffrent types of shapes/ saves/ durations/ side-effects ect, I think. They don't even need to all be good,although it helps a lot if they atleast have some synnergy with the subclasses that use them the most.
Also, if the Class Variant UA doesn't get changed to much in Tasha's (and they said it was so populair they actually expanded on it) then a Sorceror can soon change any elemental type within a spell to something different (like the old lore wizard).
LOL 👋
Straight out the gate, I made a homebrew copy of frost fingers on dndbeyond so my players could make sorcerers, tempest domain clerics, and circle of the arctic druids with it. While it isn't that unusual mechanically, I still find it funny that tempest clerics of Auril would have no way of casting that spell, given how you find it.
Mordekainen's Sword and Spiritual Weapon:
"Who... are you?"
Blade of Disaster:
"I am you, but stronger. ~In fact, you are useless Mordekainen's Sword, go cry somewhere~ "
Yeah Mord really messed up with that spell
NI: "It's only three spells and they're all Wizard spells."
Bards: "Are they though?"
Frost Fingers:
Effect: 10/10, more elemental damage variation!
Name: 1/10, sounds like frozen chicken fingers
Wizard Exclusivity: 0/10, should at the very least be available to Sorcerers
I really love the fact that "inured to undeath" ability of necromancer prevents max hp loss of create magen spell, which makes it lot better if you have the time and the gold.
My thought exactly. Got a lvl 11 necromancer. He is getting close to this spell
What I find the most hilarious is that this and create homunculus is so great on a necromancer instead of transmuter.
Blade of Disaster first appeared in the Drow of the Underdark supplement back in 2e as Black Blade of Disaster. It was intended as the ultimate answer to Prismatic Wall and Sphere because back then it dispelled either if they came into contact with one another.
The ninth level spell reminds of the Black Blade of Disaster from 3rd, from Magic of Faerun, "You create a black blade-shaped planar rift about 3 feet long" it does 2d12 points of damage, crit range of 18-20, the target also suffers effects of a disintegrate spell.
I like the frost fingers, I have been a fan of the many ways to do elemental substitutions from 3rd. Also being a first level spell, I am much more likely to use frost fingers over the Blade of Disaster.
Ah, Blade of Disaster; the best thing bout being an old-school D&D and anime nerd is knowing that despite its resemblance to the Ragna Blade from Slayers NEXT, the Blade of Disaster spell came first in AD&D. Oh, and we're getting Magens back? And with full PC-creation rules, too? The last time we saw those living constructs was in 4e, and rules for PCs to make them haven't appeared since AD&D. And Frost Fingers; it's literally just a type switch for Burning Hands, but goddamn it's nice to finally have another official Cold damage attack.
I still can't think of anything other than ragna blade when I see blade of disaster.
MrNetWraith Archer in Fate/SN
Frost fingers scales better with higher lvls than burning hands.
It starts off weaker though
@@Booklat1 why would anyone ever want to upscale them though. Frost fingers only starts to beat burning hands at 3rd level, but then why would you want to use either spell on a 3rd level slot as opposed to any 3rd level spell
Jaxon Sellers probably someone trying to play an ice based character?
Are there any cold damage spells other than cone of frost at around the time you get 5th lvl spells? If not I think this spell has a place
I think if you’re going to make a spell that’s just “a good spell but a different element” sorcerer should get it.
Unlike wizards, sorcerers actually have a subclass built entirely around picking a damage type and only using that and it mechanically effects them heavily.
But more importantly I think it would be a great way to step away from fire damage. There’s just not enough viable non fire damaging spells. It’s also odd that fire spells tend to do more damage than other spells because they’re always a large number of d6. Look at frost fingers vs flaming hands 2d8 (9) vs 3d6 (10.5) why? It’s the same spell with less damage.
It’s also a worse save to target. I have no idea why it’s so obviously worse than Burning Hands, they could’ve at least increased the area or added a small debuff.
You're right however as soon as you cast those spells Frost Fingers outscale Burning Hands. 3d8 are as much as 4d6 and 4d8 are more than 5d6. Sure you have to use 4th level slots, but mathematically speaking Frost Fingers is stronger
fire destroys treasure
I think the justification they were going for is that a lot more creatures are resistant to fire damage compared to cold damage
Sorcerers should get a lot of things that they don’t get
Blade of Disaster sounds super awesome, but I'm pretty confident I will never get to cast this unless there's a level 20 one shot.
Create Magen basically transforms a hit die into a living creature.
Frost Fingers should definitely be a Sorcerer spell. We definitely need more non-fire and other common damage type spells!
Blade of disaster a bladesinger's/Swords bard spiritual weapon I am definitely having my player's work for this
But then you realize that as a bladesinger you could use that 9th lvl spell slot for shapechange into a Marilith. Magic resistance? Yes, please. Reactive, so I no longer worry about using shield as i will still be able to counterspell AND absorb elements? Fuck yeah. Oh, 7 attacks and I add my intelligence to each one of them?......And then crown of stars is a 7th lvl spell with no concentration for 4d12 damage as an bonus action attack.
@@p.chavez2839 when you use true polymorph you lose your original abilities as you are now a completely different creature, so no counterspell and absorb elements.
You get invulnerability as well
Kind of strange that two out of the three spells wouldn’t be playable if you follow the ROTFM story from level 1 to 9.
An excellent point, though the means to learn them is obtained pretty much at the end of the game
ROTFM goes to level 12
Sunshine5 thanks for the correction, I was just going off the summery at the start of the books saying the chapter seven was 9+.
Probably some NPCs and bosses in the book use those spells.
@@RichMerry You point stands though, level 13 is where you'd get the 7th level one.
"Lightning Limbs" should be a line.
Not for alliteration's sake, but because it'd be baby lightning bolt. Maybe a 30ft line, 2d6, lose reaction on failed save.
I do like the spells but only 3 is a little disappointing. I was hoping for there to be a few more cold spells added.
I also have never heard of those creatures whatever they are.
Black Blade of Disaster (now Blade of Disaster) is a pretty classic old school spell (fans of Baldur's Gate 2 will recognize it). Glad to see it return.
Blade of Disaster is amazingly cool. Definitely going to pick that on my melee abjurer
made me a little sad that the Frost Fingers aren't available to Sorcerers
I agree... as a DM I would probably allow my Sorcerer player to take it, I don't see why they aren't able to take it now and it's not like it's so OP that if a sorcerer took it the game would break.
If you're playing with me, every variation is available to Sorcerers and Wizards
And probably Warlocks and Druids, too, if you ask and have a decent thematic reason for it.
@@tomc.5704 that's a good way to do it to give players spells they can't get
Poor sorcerers. Always getting the short end of the stick :/
I read the spell, got erect, saw it was wizard only and now i just wanna cry.
I’m about to use Magical Secrets to yoink Create Magen and just start calling them my kid. I will answer no questions on who the mother is and make them look nothing like me
Why is no one talking about how great a name "acid appendages" is?
Similarly to frost fingers, I have a frosty version of fireball that deals 6d6 damage, has a con save for half damage and on a fail imposes disadvantage on the next attack.
I feel blade of disaster is mostly for the BBG..
It's basically just a higher level version of Mordenkainen's Sword. Which is pretty underwhelming for 9th level spell as it even uses your concentration, unlike Spiritual Weapon.
Klaital1 yeah but 2 bonus action attacks per round and a crit range on 18-20? On a spell that deals triple damage on a crit? If it wasn’t concentration it’s would just be broken.
@@josephwilliams5292 It is a 9th level spell, you can do so much bigger things with a 9th levle spell than a blingy sword. Like say Meteor Swarm, or Wish.
Klaital1 meteor swarm does 20d6 fire damage and 20d6 bludgeoning damage in one turn on a failed dex save. Blade of disaster does 40d12 force damage over the course of the first 5 turns you have it out (assuming you’re hitting your spell attacks, which you should be when casting at this level) and has the potential to do *way* more with its deadly criticals. Even if somehow in the 20 total attack rolls you make with it you never crit once, it’s still doing 80d12 force damage total as long as you’re hitting every time, for an average of 520 damage that is far less likely to be resisted than meteor swarm.
@@josephwilliams5292 Meteor swarm does that damage on EVERY enemy, and also not many combats last 5 rounds.
I believe that the Frost Fingers spell is more similar to the Thunderwave spell, which deals 2d8 thunder damage, just like Frost Fingers deals 2d8 cold damage. However range of the spell is similar to the Burning Hands spell (Self 15-foot cone opposed to Self 15-foot cube of the Thunderwave spell). But for me the Thunderwave spell is better because of the rider effect it has - creatures who failed the save are pushed 10 feet away from you. Though it has a negative side - Thunderwave emits loud noise which sometimes is not great.
I see that Frost Fingers have rider effect as well - liquids are frozen, but it's not as useful as pushing enemies 10 feet away.
And Thunder is less resisted than Cold damage, so there is that as well.
Burning Hands also has a rider effect, "The fire ignites any flammable objects in the area that aren't being worn or carried." Frost Fingers is just an underpowered conversion of Burning Hand to cold damage.
@@legithopecrew Yeah, you are right.
Hmm, strange, Burning Hands is not that powerful of a spell, and Frost Fingers seem to be even less powerful. A pity :(
Static Burst. Con save. If you fail 4d4 lighting damage, and you lose you reaction for the round.
Blade of Disaster works really well with the Conjuration Wizard's 6th level feature: Benign Transposition,
"...you can use your action to teleport up to 30 feet to an unoccupied space that you can see. Alternatively, you can choose a space within range that is occupied by a Small or Medium creature. If that creature is willing, you both teleport, swapping places.
Once you use this feature, you can’t use it again until you finish a long rest or you cast a conjuration spell of 1st level or higher."
So you can basically teleport behind the BBEG, cast Blade of Disaster and regain the class feature, then _Omai wa mou shindeiru_ them.
Cries in Sorcerer
The CR spread for Magen are 1, 2, and 3
So, if I were to make other versions of burning hands, two ideas came to mind. Firstly, Thunderwave is kinda already that but for thunder. For acid, I’d have it be a Dex save against 2d4 damage, halved on a save. If they fail, they take 2d4 again next turn. Upcasting adds 1d4 to both. For lightning, I’d probably make it a Dex save against 2d8, but the targets have disadvantage on their saves if they’re made of metal or wearing metal armor.
That leaves poison, radiant, and necrotic. I’m not familiar enough with spells that do that type of damage off hand, so I’d have to think about them. I don’t want to accidentally make a similar but better version of an existing spell.
Maybe radiant also blinds on a failure. Necrotic could prevent healing on everyone who took damage. Poison could poison on a fail. Force could knock prone on failure.
Blind for a turn is probably too much. Perhaps disadvantage on their next attack. The poisoned condition for a turn or maybe a minute could work. Necrotic halting healing for a turn is on theme, but I wonder if it steps on other spells’ toes. Prone might be okay, although the damage would have to be pretty low in comparison to burning hands. Perhaps 2d6. But it could be a Strength save at that point.
@@Negeta the necrotic effect I got from Chill Touch, so it essentially is an AoE version with more damage, so it doesn't really step on any toes. And yeah, disadvantage for a round for radiant is better.
Yeah, heal blocking or health stealing were things I considered during my original comment, but didn’t want to look it up because I’d have lost what I was writing. I couldn’t remember off-hand the damage of spells like inflict wounds and vampiric touch. Vampiric touch is 3rd level, single target, and only does 3d6. So an AoE health steal is definitely too much for a 1st level spell. Heal blocking like chill touch isn’t bad, though. Tie it to a Con save, and maybe have lower damage like 2d6 or 2d8.
I found a wizard subclass on dm guild that does the changing of damage type. Basically you set your spells in a grid and create loops and nodes and if you have spells on the same loop you can swap the damage type with anything else on that loop you can also change the associated saving throw, so you can do a strength save psychic damage fireball. School of geometry. Check it out if your dm is allowing homebrew classes. It really rewards intelligent planning.
Thank you for the little overview - great content as always :)
A little nitpick, but there is already a 9th lvl spell that allows you to summon a weapon to fight beside you (though the weapon is considerably weaker, but does NOT require your concentration). You could cast wish to wish for a 8th lvl spiritual weapon (4d8 damage per hit, if I'm not mistaken Crawfort once said on twitter that you can upcast spells with wish) :P
I guess that is the fate of any 9th lvl spell ever - they have to measure up against either the destructive power of meteor swarm or the sheer utility of wish (which auto includes any spell of lvl 8 or lower....). But given the level of the spell and the levels of the adventure I assume it is either for the bad guys or there is a special way you could learn it far before you should get it normally associated with some terrible price (given the tag line of the book "some secrets are worth dying for")
But it sure is an epic visual of you mentally commanding a planar rift...
Magen were originally from the module Castle Amber. They are effectively sentient constructs. There were four varieties of them originally, but I think this book is leaving out the one with the stretchable limbs. They are loyal to their creator, but they are also much more intelligent than most constructs. They are one of the few constructs that can develop personalities. Until now they were a creature found only in mystara oh, but I guess they've been borged into the realms.
I've never actually played 3rd edition beyond IWD2, but in that game Frost Fingers did less damage than Burning Hands but had a slow rider effect for two rounds (This seems a bit OP for 5e). There seems to be little point in creating new spells that do almost exactly the same thing with a different damage type. These new spells sound have some sort of rider effect (reduced movement speed for ice, no reactions for lightning, extra damage the second round for acid, etc.) to distinguish them .
Of course the new spells are for wizard only. Forbid that sorcerers get anything.
seems like WIZARDS Of The Coast is biased af
Or Martials
Blade of Disaster is very interesting. It's super similar to the improved spiritual weapon ability I gave to the cleric in my party. I made it so if her SW crit, it did what I called Soul Damage, which every creature was vulnerable to. Then I let her (when she upcast it) the weapon would increase the crit range. So while this has 2 attacks, hers crits on a 17 as an 8th level spell. Still, extremely similar.
Lightning limb does 4D4 damage and touching any metal (weapons, armour or environment) in the cone does an additional D4 damage a round per spell level?
You read the "Blade of Disaster" critical hit text wrong: When it crits it does 12d12 damage, but this damage is then also still doubled up because of the crit. So essentially, you have a 3/20th chance twice a turn to do 24d12 force damage. That's a lot.
thunderclap>thunderwave
firebolt>burning hands
ray of frost>frost fingers
poison spray>gaseous palms
shocking grasp>chaos reach(destiny 2 reference)
acid splash>corroding arms
Bit annoying you didn't show the Magen creatures..
Blades of Disaster: It's neat, but spiritual weapon at 9th level deals 8d8 force damage on a hit and doesn't require concentration.
Create Magen: I would rather have a simulacrum.
Frost Fingers: This should have been in the PHB.
if you think of Burning hand is fire, and fireball is d6's, and cone of cold is d8s, i think this is the idea. so a Lightning one would also be d6's and acid like vitriolic sphere is d4's, an acid spray would be 4d4 acid damage that goes up by 2d4 each level, and it'd melt any thing it touches for 1d4 rounds that isn't being worn or carried. Lightning would catch things on fire really, and thunder would be heard for 300 ft away. poison could be 1d12 and make it so things would also be poisoned for a round.
fire/lightning/acid : dex saves
Thunder/poison/cold : con saves.
This may already have been said, but the magen are constructs from the D&D Known World/2E Mystara setting...
Thunder tickle, shocking shake, poison pinch, acid acne. all the spells sound interesting, though would have liked to see more melee cantrips or utility magic options.
Radiant and Necrotic make sense to make similar equivalents. I'd love to see a "Debilitating Bolt" that did necrotic damage as a ranged attack, but then gave them disadvantage on their attacks until your next turn. or even one that gave enemies advantage against you (the caster) but hit REALLY hard.
We have poison spray (for acid), cold touch (for necrotic), acid splash (for acid damage), burning hands (for fire damage), and now frost fingers. soon we will be able to use all the elements
Lighting: Unlimited power
acid: Noxious spit
thunder: Booming step
Radiant: Holy Judgment
Necrotic: Black breath
poison: Viper's caress
Something notable about Frost Fingers is that it upscales better than Burning Hands thanks to using d8s for the upcast rather than d6s. It's minor, but notable nonetheless.
As someone who is planning on playing Icewind Dale as a Goliath Wizard focused on ice spells, frost fingers is a very interesting spell to have
Maybe some of these possible Burning Hands element spells could be higher levels? Like you said, losing your reaction is pretty powerful for a first level cone. Maybe make it a second level or down scale the damage to 2-3 d4. I like the idea of maybe dealing a stun effect instead.
Poison could easily have nerfed damage in exchange for dealing the poisoned condition imo.
I'm happy to have a new cold damage spell. Previously, for my Ice themed Eldritch Knight I had to get DMs permission to reflavor all of my spells to do cold damage.
I told my players they can use these new spells for their sorcerers and warlocks and the one arcane cleric in our party. It especially goes well with our ice sorcerer whose spells I’ve already homebrewed using other spells’ targeting zones to create.
The concept of changing damage types that Frost Fingers brings up reminds me an an enemy called the "Master of Souls", that can change the damage type of any of their spells into necrotic damage. The damage spells on the default stat block includes burning hands, ray of sickness, scorching ray, and yes, fireball. I've been excited to throw this guy at my party because I love the concept of a necrotic fireball (though if a player wanted it I'd probably lower the damage slightly just because of how much more commonly fire is resisted than necrotic). It inspired one of my homebrew boss enemies that will be able to do that same thing but with radiant damage. It is a long way off but I'm very excited.
Anyways yes, I think something like this can be done much more commonly than it has been in the past! As long as we can remember to take into account that some damage types, like acid and force, are much rarer entirely because they are resisted much less often, and that is why those spell damage type sometimes are found doing less damage as well (of course, with notable exceptions like Disintegrate).
for the whole 'similar spells with different damage types' thing, I let players swap out damage types when they learn a spell, but it's a distinct version of the spell and they would have to 'learn ' each version independently counting against spells known/prepared. that still keeps the potential metamagic or other class option open to let them do it on the fly and not take that much away from that particular feature
"Witch bolt" is the sustained lightning attack, ala Emperor Palpatine zapping the shit out of Luke.
Very effecting and OP at 1st level for single target.
d12/rnd after initial hit roll, sustained concentration up to 1 minute with up cast!
I think most people just read the damage block and dont realize the spell is concentration, and dont take the spell.
Dragon's Breath being another INSANE concentration.
Blade of disaster seems nice, but I do like frost fingers. I'm a little disappointed that there aren't more spells. I was really hoping for more Frostburn 3.5 conversions. It'd have been cool to see something from that brought over.
Magen were first seen in the Castle Amber module for Basic D&D.
Nice. They brought back Black Blade of Disaster from the old 2e Drow of the Underdark handbook (maybe it was in 3e too). The other 2 spells seem decent too.
The 3.5 edition Archmage Prestige class could change the damage type of any spell they cast. As long as they had the Elemental Mastery ability. I think that’s what it was called. The Archmage decided the damage type as they cast the spell.
Frost fingers to me seems like a tweak on one of the effects of investiture of ice
Honestly, I would give access to these spells to sorcerers, Warlocks, and Clerics... Maybe Druids for the elemental spells. Blade of Disaster is one I would limit to the arcane casters though
Blade of Disaster should get proficiency on the attack, and should get spellcasting modifier to attack and damage. It's not in the text, so maybe that's a no-brainer, but I would allow it.
And "any barrier"-does that include Prismatic Wall?
Also, different spell names: Ambidextrous Acidity; Energetic Extremity (lightning); Fire Phalanges; Force Fist; Glacial Grip; Mystic Metacarpals (psychic); Necrotic Knuckles ; Poison Palm; Radiant Wrist; Thunder Thumb
I reallyl like the Magen Spell it would be fun to create a puppet focused character. You would have to take the Tough Trait to make the health loss less noticeable.
These are all very interesting and I would definitely allow them to be used in different campaigns. I don't know much about Magens but they sound like better homunculi (hopefully this spell is better than "Create Homunculus). I would definitely allow these to be picked by more than just Wizards though. Frost Fingers I'd also give to at least Sorcerers and probably Druids too, and I'd probably consider letting Sorcerers and Warlocks pick up Blade of Disaster.
Knuckle Duster: cone of 15 ft 1d12 force damage and silenced for one round. Cha save for half and no silence. Upcast 1d12.
"Blade if Disaster?" sounds like the RAGNA BLADE to me!
As my favorite class is a Necromancer Wizard, I can't wait to make my unlimited Magen servant warriors guard my castle while I go exploring the wilds with my undead buddies. Inured to Undeath is now even better.
Black Blade of disaster. 2nd edition Drow spell, It was FAR stronger back then. You just moved it and it auto hit, and the structure damage was signifigant. It was as close as you got to a personal sphere of Anihilation.
I seem to recall a spell from 2e called blade of doom that was similar to Blade of Disaster. I want to say there was also a Prismatic Blade spell that was like getting hit with a Prismatic spray spell but it was a melee spell with a decent duration.
Just something of note, Frost Fingers has both lower maximum damage and lower average damage than Burning Hands
Blade of disaster question: is force damage similar to psychic damage? I'm confused on the mechanical difference.
Force damage is just sheer magical energy. It is used for magic missle, gravity spells (EGtW) and spells that shoot lasers (for example eldritch blast). Nearly nothing is immune or resistant to force damage.
It'd be cool to have Frost Fingers in Combination with Control Water or Tidal Wave since there's not alot of Cold spells (that ik of) that freeze water. Shape Water can but not if someone is in it which is a bit disappointing
I love the Blade of Disaster and Frost Fingers. The Create Magen is interesting, and I hope Wizards of the Coast keep coming up with Create and Conjure spells, but I feel the the Create Magen missed the mark for me. I wish these spells were available to other classes, especially the sorcerer!
Black Blade of Disaster is a very old spell, it’s always been fun but it doesn’t disintegrate things anymore which is lame
I like the lightening limbs but a secondary effect could be disadvantage if wearing metal armor.
Initially:
"Oh, neat! A mystical sword that's also a black hole...that seems like it would be great for a Bladesinger, or an Evoker..."
(sees that it's a "Conjuration" spell)
"...dear gods...a Conjuration Wizard will wreak so much havoc with this...it will be...DISASTROUS."
You definitely want Resilient or War Caster for Blade of Disaster. Frosty Fingers is definitely cooler than Burning Appendage 😎
Someone on the DnDNext subreddit mentioned that "Magen" means meat in Hebrew, which fits considering you're making what is basically a meat puppet.
I was hoping for more spells. I mean, the Frost Fingers one seems nice, but it wasn't that hard to get a few cold versions of other spells.
Blade of disaster is certainly cool, though personally I'd prefer to use Crown of Stars most of the time. Radiant damage is almost as good as force (nothing is vulnerable to force, and most of the creatures that resist radiant are celestials that players aren't usually fighting) and it's not a concentration spell. A 7th level slot that I don't have to concentrate on, vs a 9th that I do.
Magen are magical servant of wizard in the world of Mystara (described in Creature Catalogue (BX BCMI) and Monstrous Compendium Mystara Appendix (D&D 2e)).
Black Balde of DIsater was a Drow only spell (Wizard Spell Compendium Vol. 1 (D&D 2e)).
I'm curious about the interaction of Create Magen and the necromancer's 10th level feature that prevents hit point reduction. Since the spell says minimum 1, I assume that the spell beats the feature. Though being immune would make this spell a must for necromancers.
I love switching elemental types. I have a copper dragon shop keeper that sells scrolls with spells of acid type since that was its inate ability with magic
Combine blade of disaster with the wizard class that can convert a spell to psychic damage, boom! Biggest dimensional headache splitter
I love the idea of adventure based magic spells! It’s nice to have spells that you only get from certain adventures.
I think an acid appendage (,or poison varient) should do d4 dmg , but provide lingering effects that do additional d4
Destructive Digits: 2d6 force damage and deals max damage to objects
I am kind of disappointed that there was more cold damage spells or more classes didn’t get any spells. I am currently asking my DM if there is a way that my circle of the land Arctic Druid can have Frost Fingers. They really missed an opportunity here.
May I get constructive criticism for this? This was an idea to make spells more flavorful for a casters.
I've been tempted to make a homebrew rule on spells for my upcoming campaign, but here is the gist for it:
"Whenever a player learns or prepares a spell that hasn't been prepared before and is on that character's original spell list;
If that spell:
✳ Deals damage, that player may exchange the spell's damage type for another.
✳ Summons a creature, that player may exchange the spell's creature type for another.
If the spell has a spell save DC, an appropriate saving throw type is determined by the DM.
If the spell affects the environment or produces an effect contrary to the spell's new type, the DM may alter the effect to be more appropriate and how it affects the environment.
The DM may also change the spell school type of the spell, if the change is appropriate.
If a player does this change, the original spell is permanently removed from the player's spell list and must later be acquired by other means if the player wishes to cast the original spell again."
For example:
Alter Fire Bolt into Psychic Bolt.
1d10 Psychic damage
The spell might be considered to be an illusion spell instead of evocation.
Because Psychic damage doesn't affect objects, the ability to target or affect objects might be removed altogether.
Or
If the pc is an illusionist or of a trickster nature, this could be altered to conjure illusory flames on the hit object, giving it the appearance of something burning, requiring an investigation check to disbelieve the flames.
Definetly go for it. I couldn't have worded it better myself, and this is the type of thing that I would love to have and have been thinking about for a while
I'm most excited for the doll spell. I can't wait to see what I can make with it.
Blade of Diaster is cool since you now can damage creature in a Wall of Force
If I remember correctly the Ring of Winter had some re-typed Cold spells on it didn’t it? I encourage my players to scribe modified spells they find like the Gargoyle making Stone Shape from SKT
Hahahahahaha. They were so afraid of the backlash that they removed the "Black" from Black Blade of Disaster :D
1. create a simulacrum of yourself
2. have simulacrum cast create magen
3. have simulacrum command magen to obey your order as if they were given by me.
4. repeat
>Sees Blade of Disaster
>Notices Conjuration tag
>Notices concentration
*laughs in Conjuration Wizard*
So a question about Blade of Disaster. Does the new damage value override the doubling factor of a critical hit, or is the 12d12 roll doubled as normal? As I read it, when you roll 18-20, you’ll effectively deal 24d12, as it doesn’t specify anything like “instead of the normal damage of a critical hit”
It’s just 12d12, not doubled. Believe it or not, the actual base rule in 5e is that on a crit you just roll twice as many dice as normal, not double the value of whatever dice you roll. So this spell is special because instead of doubling the number of dice, you triple it.
Actually I think I was mistaken here. The Vorpal sword has its extra damage doubled (when you can’t cut the target’s head off), so it’s probably safe to say that this does too. So yeah, 24d12.
Hell yeah, Mordenkainen's Sword got a buff!
frost fingers would combo nicely with create water
Picked-up my alt art copy today. Going to incorporate into my homebrew game