quinron
2018-06-07, 04:30 AM
I've made a few spells oriented toward frontline combat, which is a major facet of a class I'm working on, but I'd like to know how the spells stand up on their own.
WINTER'S EMBRACE
1st-level evocation
Casting Time: 1 action
Range: Touch
Components: S, M (a spruce twig)
Duration: Instantaneous
Make a melee spell attack against a creature you can r each. On a hit, the target takes 3d6 cold damage, and its speed is reduced by 20 feet until the start of your next turn. In addition, if you hit with this spell and take fire damage before the beginning of your next turn, you can reduce the damage taken by an amount equal to half the damage you dealt with this spell.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
SKIRMISHER'S RETREAT
2nd-level abjuration
Casting Time: 1 reaction, which you hit by an attack
Range: Self
Components: V, S
Duration: Instantaneous
Reduce any damage taken from the triggering attack by 2d4, then move up to half your speed. This movement doesn't provoke opportunity attacks from the creature whose attack triggered the spell, but otherwise it provokes opportunity attacks as normal.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage reduction increases by 1d4 for each slot level above 2nd. If you cast this spell using a spell slot of 3rd level or higher, you can move up to your full speed instead of half your speed.
SPECTRAL WEAPON
2nd-level illusion
Casting Time: 1 bonus action
Range: Touch
Components: V, S
Duration: Concentration, up to 1 minute
You touch a melee weapon, creating a shimmering extension that envelops it and seems to increase its size. Until the spell ends, the weapon's reach increases by 5 feet, it deals an additional 1d6 damage of its type on a hit, and it is considered magical for the purposes of overcoming damage resistance.
At Higher Levels. When you cast this spell using a slot of 4th or 5th level, the extra damage increases to 2d6. When you use a spell slot of 6th level or higher, the reach bonus increases to 10 feet and the extra damage increases to 3d6.
Edited
ECHOING PULSE
3rd-level evocation
Casting Time: 1 action
Range: Touch
Components: V, S, M (a brass bell with a lead clapper)
Duration: Concentration, up to 1 minute
You create a blast of concussive force, which you then concentrate in your target to burst forth later. Make a melee spell attack against a target you can reach. The target takes 3d10 thunder damage on a hit, or half as much damage on a successful save. At any point before the spell's duration expires, you can use your reaction to force the target and each creature within 5 feet of it to make a Constitution saving throw, taking 1d10 thunder damage on a failed save, or half as much damage on a successful one.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage for both effects of the spell increases by 1d8 for each slot level above 3rd.
WINTER'S EMBRACE
1st-level evocation
Casting Time: 1 action
Range: Touch
Components: S, M (a spruce twig)
Duration: Instantaneous
Make a melee spell attack against a creature you can r each. On a hit, the target takes 3d6 cold damage, and its speed is reduced by 20 feet until the start of your next turn. In addition, if you hit with this spell and take fire damage before the beginning of your next turn, you can reduce the damage taken by an amount equal to half the damage you dealt with this spell.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
SKIRMISHER'S RETREAT
2nd-level abjuration
Casting Time: 1 reaction, which you hit by an attack
Range: Self
Components: V, S
Duration: Instantaneous
Reduce any damage taken from the triggering attack by 2d4, then move up to half your speed. This movement doesn't provoke opportunity attacks from the creature whose attack triggered the spell, but otherwise it provokes opportunity attacks as normal.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage reduction increases by 1d4 for each slot level above 2nd. If you cast this spell using a spell slot of 3rd level or higher, you can move up to your full speed instead of half your speed.
SPECTRAL WEAPON
2nd-level illusion
Casting Time: 1 bonus action
Range: Touch
Components: V, S
Duration: Concentration, up to 1 minute
You touch a melee weapon, creating a shimmering extension that envelops it and seems to increase its size. Until the spell ends, the weapon's reach increases by 5 feet, it deals an additional 1d6 damage of its type on a hit, and it is considered magical for the purposes of overcoming damage resistance.
At Higher Levels. When you cast this spell using a slot of 4th or 5th level, the extra damage increases to 2d6. When you use a spell slot of 6th level or higher, the reach bonus increases to 10 feet and the extra damage increases to 3d6.
Edited
ECHOING PULSE
3rd-level evocation
Casting Time: 1 action
Range: Touch
Components: V, S, M (a brass bell with a lead clapper)
Duration: Concentration, up to 1 minute
You create a blast of concussive force, which you then concentrate in your target to burst forth later. Make a melee spell attack against a target you can reach. The target takes 3d10 thunder damage on a hit, or half as much damage on a successful save. At any point before the spell's duration expires, you can use your reaction to force the target and each creature within 5 feet of it to make a Constitution saving throw, taking 1d10 thunder damage on a failed save, or half as much damage on a successful one.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage for both effects of the spell increases by 1d8 for each slot level above 3rd.