Kadzar
2016-08-21, 04:42 PM
Not that I think they'll read it, but just in case: if you are in a group with Andy, Joel, Chris, Kevin, Derek, Mike, and Luis (and also me, James), don't read this. I'll also be spoilering the more spoilery bits.
DEATH FIRE (name not final; willing to take suggestions)
3rd-level evocation
Casting Time: 1 action
Range: Self
Components: V,S (might put a Material in here if someone can think of something appropriate)
Duration: Concentration, up to 1 minute
As a requirement for casting the spell, at least one of the caster's living, non-conjured allies must have died within no more than a minute ago within the caster's line of sight. Otherwise, nothing happens. If all of the caster's allies are brought back to life before the spell ends, the spell ends prematurely.
Your hands become wreathed in black flames that emit ghostly wails. As part of the action used to cast the spell, and, on each of your turns as an action for the rest of the spell's duration, you may cast a ball of black fire at a point within 150 feet. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 3d6 fire damage and 3d6 necrotic damage, plus an additional 1d6 fire damage and 1d6 necrotic damage for each of the caster's living, non-conjured allies that have died within the last 2 minutes within the caster's line of sight.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the fire damage and necrotic damage increase by 1d6 each for each slot level about 3rd.
DEATH FIRE
3rd-level evocation
Casting Time: 1 action
Range: 150 feet
Components: V,S
Duration: Concentration, up to 1 minute
As a requirement for casting the spell, at least one of the caster's living, non-conjured allies must have died within the caster’s sight no more than a minute before the spell’s casting. Otherwise, nothing happens.
Your hands become wreathed in black flames that emit ghostly wails. When you cast the spell, choose a point you can see within 150 feet. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A creature takes 4d6 fire damage and 4d6 necrotic damage on a failed throw, or half as much on a successful one.
The fire damage and necrotic damage increase by 1d6 for each ally past the first that has died within a minute before or after the spell's casting.
If all of the caster’s living, non-conjured are brought back to life, the spell ends.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the fire damage and necrotic damage increase by 1d6 each for each slot level above 3rd.
This would be a wizard spell. It can only be learned by one wizard at a time, as the spell will only appear in the wizard's spellbook after they die, and a wizard attempting to record said spell in their own spellbook actually ends up absorbing the spell into their own mind (so it is always prepared and doesn't count against their normal number of spells prepared. The only way to remove the spell from the wizard's mind without killing them is by casting dispel evil and good (and I might require the wizard to be willing for it to work), in which case a demon (which is the thing that inhabits the wizard's mind and allows them to cast the spell) comes out (if I don't stat up a specific kind I'll probably make it a shadow demon). If anyone manages to kill this demon and capture the ichor it dissolves into, the ichor can be used as ink to scribe out this spell. Any ichor left over then immediately evaporates.
I'm not sure if it's too overpowered or not overpowered enough. I based it on a combination of Fireball, Flame Strike, and Flaming Sphere, with necro instead of radiant for the Flame Strike part. I intended it to be something the wizard could pick up, thought about a delivery method, ended up creating a villain that would use it, so I'll need it to work on both sides of the DM screen.
DEATH FIRE (name not final; willing to take suggestions)
3rd-level evocation
Casting Time: 1 action
Range: Self
Components: V,S (might put a Material in here if someone can think of something appropriate)
Duration: Concentration, up to 1 minute
As a requirement for casting the spell, at least one of the caster's living, non-conjured allies must have died within no more than a minute ago within the caster's line of sight. Otherwise, nothing happens. If all of the caster's allies are brought back to life before the spell ends, the spell ends prematurely.
Your hands become wreathed in black flames that emit ghostly wails. As part of the action used to cast the spell, and, on each of your turns as an action for the rest of the spell's duration, you may cast a ball of black fire at a point within 150 feet. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 3d6 fire damage and 3d6 necrotic damage, plus an additional 1d6 fire damage and 1d6 necrotic damage for each of the caster's living, non-conjured allies that have died within the last 2 minutes within the caster's line of sight.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the fire damage and necrotic damage increase by 1d6 each for each slot level about 3rd.
DEATH FIRE
3rd-level evocation
Casting Time: 1 action
Range: 150 feet
Components: V,S
Duration: Concentration, up to 1 minute
As a requirement for casting the spell, at least one of the caster's living, non-conjured allies must have died within the caster’s sight no more than a minute before the spell’s casting. Otherwise, nothing happens.
Your hands become wreathed in black flames that emit ghostly wails. When you cast the spell, choose a point you can see within 150 feet. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A creature takes 4d6 fire damage and 4d6 necrotic damage on a failed throw, or half as much on a successful one.
The fire damage and necrotic damage increase by 1d6 for each ally past the first that has died within a minute before or after the spell's casting.
If all of the caster’s living, non-conjured are brought back to life, the spell ends.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the fire damage and necrotic damage increase by 1d6 each for each slot level above 3rd.
This would be a wizard spell. It can only be learned by one wizard at a time, as the spell will only appear in the wizard's spellbook after they die, and a wizard attempting to record said spell in their own spellbook actually ends up absorbing the spell into their own mind (so it is always prepared and doesn't count against their normal number of spells prepared. The only way to remove the spell from the wizard's mind without killing them is by casting dispel evil and good (and I might require the wizard to be willing for it to work), in which case a demon (which is the thing that inhabits the wizard's mind and allows them to cast the spell) comes out (if I don't stat up a specific kind I'll probably make it a shadow demon). If anyone manages to kill this demon and capture the ichor it dissolves into, the ichor can be used as ink to scribe out this spell. Any ichor left over then immediately evaporates.
I'm not sure if it's too overpowered or not overpowered enough. I based it on a combination of Fireball, Flame Strike, and Flaming Sphere, with necro instead of radiant for the Flame Strike part. I intended it to be something the wizard could pick up, thought about a delivery method, ended up creating a villain that would use it, so I'll need it to work on both sides of the DM screen.