SilverStud
2016-12-19, 03:41 PM
http://homebrewery.naturalcrit.com/share/r1W6NMprEl
Ok, a little bit on my design philosophy.
Basically, my idea is that it takes less energy to take existing fire and hit things with it. Speaking scientifically, the spells use the current flame AND ALSO the potential for flame as fuel, meaning that you can get more damage for a smaller spell slot.
For the cantrip, it deals more damage by a bit than Fire Bolt, but I think the cost justifies it. Because it puts out your torch or campfire, and those materials can't be re-lit for 24 hours. In combat, you don't really have a campfire. And if everyone is carrying torches, you are probably in a very dark place, and you are sacrificing your light sources in order to do damage.
You'll notice that if you upcast the 1st level spell (with a lvl 2 slot), it does the same damage as Fireball. But remember that it is single target, meaning that you don't get the huge freaking radius, so it'll do less damage overall.
Master Pyromancy, the third-level one, looks on the surface to be way better than fireball, but it really isn't. For starters, the 10d6 is single target, and can't be increased. The splash is not only a smaller radius, but a mere 6d6. Also, since the main spell is a creature target, you can't place the center of the explosion wherever you want.
Ascendant Pyromancy.... well, I tried to make it worth the situational-ness and the 7th-level-ness of it. Since it can only be used with that massive source available, it really comes into its own when the caster gets to level 17, when they can redirect dragon breath and such.
Like the title says: Please Evaluate and Critique Honestly
EDIT: Fixed the grammar issue
Ok, a little bit on my design philosophy.
Basically, my idea is that it takes less energy to take existing fire and hit things with it. Speaking scientifically, the spells use the current flame AND ALSO the potential for flame as fuel, meaning that you can get more damage for a smaller spell slot.
For the cantrip, it deals more damage by a bit than Fire Bolt, but I think the cost justifies it. Because it puts out your torch or campfire, and those materials can't be re-lit for 24 hours. In combat, you don't really have a campfire. And if everyone is carrying torches, you are probably in a very dark place, and you are sacrificing your light sources in order to do damage.
You'll notice that if you upcast the 1st level spell (with a lvl 2 slot), it does the same damage as Fireball. But remember that it is single target, meaning that you don't get the huge freaking radius, so it'll do less damage overall.
Master Pyromancy, the third-level one, looks on the surface to be way better than fireball, but it really isn't. For starters, the 10d6 is single target, and can't be increased. The splash is not only a smaller radius, but a mere 6d6. Also, since the main spell is a creature target, you can't place the center of the explosion wherever you want.
Ascendant Pyromancy.... well, I tried to make it worth the situational-ness and the 7th-level-ness of it. Since it can only be used with that massive source available, it really comes into its own when the caster gets to level 17, when they can redirect dragon breath and such.
Like the title says: Please Evaluate and Critique Honestly
EDIT: Fixed the grammar issue