I love these concepts. Some feel a little overpowered for their level. Transcendent Force is a really solid, versatile, and balanced spell. Malediction is a lot of fun too. I didn't see Concentration on the spell's description (and did notice some minor typos) but I really like this as a solid debuff. On the first two spells, the damage is actually pretty high considering that they do have added effects. For example, I want to compare Void Eruption to the 5th level spell Synaptic Static. Synaptic Static deals the same amount of damage as a regular 3rd level Fireball but is psychic and has a debuff. Void Eruption's AoE is smaller but it's still more damage than one of the best damage/debuff spells of 5th level. (and the average damage of Void Eruption is roughly the same average as 5th level Fireball). Similarly, as a 4th level spell, Spectral Fissure is comparable to the 6th level spell Gravity Fissure. Gravity Fissure deals 8D8 damage, requires a con save, and has both a longer line and wider area it influences as it pulls enemies toward the center. By contrast, Spectral Fissure does 8D6 damage, requires a wisdom save (which is a much rarer save), and has 2 different debuffs, including Prone, which is one of the best debuffs in the game. With the versatility of a 30-foot range on top of everything else, I feel like Spectral Fissure could easily be a 6th level spell.
Yea, I can adefinitley agree that some spells tend to be a bit powerful. Its difficult to find a balance with the power creep in 5e from newer modules. You used good comparisons! Personally, I would much rather reduce the damage of the spells than increase the level to make them more accessible to lower level characters! I usually mention it in these videos but forgot in this one to say that these are all still in the "alpha'/playtest phases. Part of the reason I put them in videos is to get feedback like this and then go back and adjust. So thank you for your insight hahah
@@ThisCritsI enjoy the fact you remind us that there are a lot of great spells out there, many overlooked as people tend to focus on raw damage output alone.
Spectral Fissure is waaay too strong for a 4th lvl spell. It has amazing range, deals one of the best damage types in the game outside of force, deals an average of 28ish dmg per creature which is amazing at tier 2 play, knocks enemies prone while stunning them meaning that they pretty much cant catch the party and that melee PCs have advantage against them and failing dex rolls means theyre set up for a fireball right after. Id drop the stun and make the roll 6d6 to keep it at 4th lvl or bump it up to 6th lvl
After reading people thoughts I agree! I was considering adjusting by keeping the stun effect at level 4 but reducing the damage to 6d6 and reducing the length of the fissure to 10ft with upcast potential for increasing the size. That way it can only at most affect 3 creatures unless upcasted but still maintains it's identity as a unique spell.
I love these concepts. Some feel a little overpowered for their level.
Transcendent Force is a really solid, versatile, and balanced spell. Malediction is a lot of fun too. I didn't see Concentration on the spell's description (and did notice some minor typos) but I really like this as a solid debuff.
On the first two spells, the damage is actually pretty high considering that they do have added effects.
For example, I want to compare Void Eruption to the 5th level spell Synaptic Static. Synaptic Static deals the same amount of damage as a regular 3rd level Fireball but is psychic and has a debuff. Void Eruption's AoE is smaller but it's still more damage than one of the best damage/debuff spells of 5th level. (and the average damage of Void Eruption is roughly the same average as 5th level Fireball).
Similarly, as a 4th level spell, Spectral Fissure is comparable to the 6th level spell Gravity Fissure. Gravity Fissure deals 8D8 damage, requires a con save, and has both a longer line and wider area it influences as it pulls enemies toward the center. By contrast, Spectral Fissure does 8D6 damage, requires a wisdom save (which is a much rarer save), and has 2 different debuffs, including Prone, which is one of the best debuffs in the game. With the versatility of a 30-foot range on top of everything else, I feel like Spectral Fissure could easily be a 6th level spell.
Yea, I can adefinitley agree that some spells tend to be a bit powerful. Its difficult to find a balance with the power creep in 5e from newer modules. You used good comparisons! Personally, I would much rather reduce the damage of the spells than increase the level to make them more accessible to lower level characters!
I usually mention it in these videos but forgot in this one to say that these are all still in the "alpha'/playtest phases. Part of the reason I put them in videos is to get feedback like this and then go back and adjust. So thank you for your insight hahah
Awesome selection of spells!
Thank you very much!
@@ThisCritsI enjoy the fact you remind us that there are a lot of great spells out there, many overlooked as people tend to focus on raw damage output alone.
@@VABrowncoat Thats actually the focus of my next video hahah 'ts really nice to hear that others enjoy that!
Oh my I love these so much! Definitely gonna try these out!
I hope you enjoy!
@@ThisCrits oh I will! My players…maybe not 😈
Spectral Fissure is waaay too strong for a 4th lvl spell. It has amazing range, deals one of the best damage types in the game outside of force, deals an average of 28ish dmg per creature which is amazing at tier 2 play, knocks enemies prone while stunning them meaning that they pretty much cant catch the party and that melee PCs have advantage against them and failing dex rolls means theyre set up for a fireball right after. Id drop the stun and make the roll 6d6 to keep it at 4th lvl or bump it up to 6th lvl
After reading people thoughts I agree! I was considering adjusting by keeping the stun effect at level 4 but reducing the damage to 6d6 and reducing the length of the fissure to 10ft with upcast potential for increasing the size. That way it can only at most affect 3 creatures unless upcasted but still maintains it's identity as a unique spell.
A LIIITLE BIT SPICY, just put a boulder on top of the maelstrom
But what if we set the maelstrom on fire?
Have a feeling the group I DM for will not have a lot of fun facing some of these spells
I hope your players enjoy all of the "fun" they are going to have!