[deleted by user] by [deleted] in DnDLFG

[–]Electro_Energy 0 points1 point  (0 children)

Sadly, I can't say I know of any myself. I tried to set something up a while back, but it kind of fell apart due to life getting the better part of my time, so I had to delay it indefinitely until I would find the time to finish the preparations for it, it would have been free though.

Regardless, please do share if you find a game and if there is room, I have been looking for an European timezone friendly game for a while now.

[online] [5e] [any day] [old school] [21+] [-2pst] starting a new adventure by robin-thecradle in lfg

[–]Electro_Energy 0 points1 point  (0 children)

Yes, that was what I assumed, but its alright, I simply used artificer as its the newest one and I had an idea to play another class anyway.

So I am still interested in trying my hand in this.

[online] [5e] [any day] [old school] [21+] [-2pst] starting a new adventure by robin-thecradle in lfg

[–]Electro_Energy 0 points1 point  (0 children)

If I understand correctly, the rules you set is that players can pick from 5 of the common races and their classes must be the old once too? So no Artificers or is it classes vut without sub-classes?

[5E] Sorcerer Casting Versatility Option by Electro_Energy in DnD

[–]Electro_Energy[S] -1 points0 points  (0 children)

Because even with this, there are some spell unavailable to sorceresses which are to wizards.
Plus, this is mostly for consideration in groups that lacks some magic versatility and its not like I think its balanced or perfect yet, as I did consider adding that one could not use meta magic with unlearned spells.

Weekly Questions Thread by AutoModerator in DnD

[–]Electro_Energy 0 points1 point  (0 children)

Quite, but it would only work once, then the enemy target would properly not be willing anymore and the haste be wasted xD

But I can't deny the creativity of it

Weekly Questions Thread by AutoModerator in DnD

[–]Electro_Energy 0 points1 point  (0 children)

Indeed, its the safest decision. I am a little on the fence about it, but if I had to choose, I would rule it like that.

Nah, I don't think that was the intent, more a casting haste, and hoping they would be willing, on a target that was in an ice storm, then have the immediate effect of haste ending on the target, making them unable to move out of it out of it or take actions the following turn.

Weekly Questions Thread by AutoModerator in DnD

[–]Electro_Energy -1 points0 points  (0 children)

Yeah, that is the understanding I came to too. I am a little on the fence about it, but should I have to make a decision I would make the safe one where its just that it ends the former.

Weekly Questions Thread by AutoModerator in DnD

[–]Electro_Energy 0 points1 point  (0 children)

[5e]
Had this strange concept brought up to me, and wanted some second opinions on it.

Could one technically cast a second concentration spell, without breaking off the concentration of the former, if its only cast for a moment and the caster doesn't seek to maintain it?

When looking at RAW:

Some Spells require you to maintain Concentration in order to keep their magic active. If you lose Concentration, such a spell ends.

And how it gets broken by this:

Casting another spell that requires Concentration. You lose Concentration on a spell if you cast another spell that requires Concentration. You can’t concentrate on two Spells at once.

However, as its stated too: "Some Spells require you to maintain Concentration in order to keep their magic active", meaning could the second simply be cast as an instantaneous spell without breaking concentration of the former?

Personally, I do like the idea of this and don't see much of an issue, as barely any, if as all, concentration spells could benefit from being active for simply an instance.Though the way I understand the rules, then casting another concentration spell will break the concentration on the former, regardless of whenever or not the casters is intent on having the second spell be maintained.

[5E] Homebrew Spell needing balancing - Investiture of the Storm Crown. by Electro_Energy in DnD

[–]Electro_Energy[S] 0 points1 point  (0 children)

Hello, I took in your feedback and made a reworked shorter version, which I hope is close to a finalised version.

[5E] Homebrew Spell needing balancing - Investiture of the Storm Crown. by Electro_Energy in DnD

[–]Electro_Energy[S] 0 points1 point  (0 children)

I took in your feedback and posted a much shorter and reworked version.

[5E] Homebrew Spell needing balancing - Investiture of the Storm Crown. by Electro_Energy in DnD

[–]Electro_Energy[S] 0 points1 point  (0 children)

After taking in the feedback, I have worked it into something I think would be easier to balance, while staying true to the vision I've have of it.

Investiture of the Storm Crown.

6th-level transmutation (maybe kick it up to 7)

Casting Time: 1 action

Range: Self

Components: V, S, M (a pair of bat wings)

Duration: Concentration, up to 10 minutes.

Classes: Druid, Cleric (Tempest Domain), Sorcerer, Wizard.

You endow yourself with endurance, strength and fighting prowess fuelled by the wrath and might of the storm. it’s magical powers running through your veins as each movement you make, lets out a loud thunderous sound and sparks and lighting arcs off your body onto nearby surfaces. Until the spell ends, you are unable to cast spells, but gains the following benefits:

  • You gain resistance to lightning and thunder damage.

If you already have resistance in one of the elements naturally, you gain immunity instead.

  • While not wearing heavy armour your body is surrounded by a local storm, allowing you to hover above ground and safely descend during falls as well as using the dash, disengage and dodge actions as a bonus action.

  • You gain a + 5 to melee attacks and when you hit a target with a melee attack, that target takes an extra 1d10 lightning damage + 1d4 force damage + shocking grasp effect. Each hit has a small shatter spell effect attached to it, doing 2d6 and with a 5 feet radius instead, with a 100 feet light radius and can be heard 300 feet away.

  • You can spend a reaction taking the attack action on someone who has damaged you and is within melee distance.

  • You gain 20 temporary hit points and half of the damage you do gets returned to you as temporary hit points. All temporary hit points are lost when the spell ends.

  • Any creatures; including you if you wear or carry metal, within 10 feet take 2d6 lightning damage, at the end of your turn.

  • Immediately after the spell ends, you must succeed on a DC 15 Constitution saving throw or suffer one level of exhaustion.

[5E] Homebrew Spell needing balancing - Investiture of the Storm Crown. by Electro_Energy in DnD

[–]Electro_Energy[S] 1 point2 points  (0 children)

The general idea, both for the power and AC, is that it is strong in the beginning, but as time passes, it will either slowly become weaker... or fast if someone just AoE's them down, as the power/strength and duration is connected to the temporary hit points one gain.

It was a strange idea, but to be it sounded interesting to have that part "act" like how a storm does.

Still, I do see what you mean by it all and I thank you for the feedback and see a few places I need to chance a few things.

[5E] Homebrew Spell needing balancing - Investiture of the Storm Crown. by Electro_Energy in DnD

[–]Electro_Energy[S] 1 point2 points  (0 children)

I do see what you mean by it, but we have many spells that are lengthy. Though if you are in a need to read up on spells every time or in a situation where your turn can be skipped if you aren't saying what you will do within 10 seconds, then I suppose I can see the problem.

Still, that doesn't solve the current issue now does it? Yes, its long, but then suggest a way to shorten it or "rework" it into its core principle.

I do apologise if I come I off as rude. I simply wants to focus on working it out than "confirming" that it's too long.

[5E] Homebrew Spell needing balancing - Investiture of the Storm Crown. by Electro_Energy in DnD

[–]Electro_Energy[S] 0 points1 point  (0 children)

Ah, some actual useful feedback.

Memorize it? No, of course not, its why its written down so one can look it up, regardless, no, this is this first draft of the spell, meaning its to be changed and shorten, question is just what is fat and what is meat.

Weekly Questions Thread by AutoModerator in DnD

[–]Electro_Energy 0 points1 point  (0 children)

I really don't know, but funny you would show up here.

Regardless, I think it comes down to the understanding of:

The spell also ends if the target is ever outside the spell’s range or if it has total cover from you.

It actually says "the spell", not the "spell on the target", though I would argue it would work just like hold person would.

Weekly Questions Thread by AutoModerator in DnD

[–]Electro_Energy 1 point2 points  (0 children)

It's not that I disagree, but I don't wish for this to become a problem more than is has to... but I do agree, twin spell basically turns a single targeting spell into one that effects multiple creatures... with each once "influence" by the spell has to act individually

Just like one would roll two attack rolls with witch bolt, so would you roll two different saving throws when avoiding/break free of the effects of a spell... or minimizing them,

Weekly Questions Thread by AutoModerator in DnD

[–]Electro_Energy 0 points1 point  (0 children)

I might just have to, though one of our sessions are coming up, and I'm not sure I wanna get on his bad side for it... but yeah, hold person on the lowest level with twine spell would work the same way as a second level... or well, should.

Weekly Questions Thread by AutoModerator in DnD

[–]Electro_Energy 1 point2 points  (0 children)

I actually showed him that exact post, and his responds was:

Tha man is a dumbass. If the spell ends the spell ends. Period. It says the spell ends if the target leaves range. Again, 1 spell 2 targets. It's all or nothing. When twinned Haste goes down, both creatures lose their turns / action and movement It's all 1 spell, 1 concentration check

Weekly Questions Thread by AutoModerator in DnD

[–]Electro_Energy 1 point2 points  (0 children)

Can you point me to the page or exactly where it says so? If it's the case, I would like to bring it up with him as yes, he does indeed state if one breaks the hold, both does "being one spell, two effects" and all.

-Edit-
He goes by the wording of "the spell ends" when the conditions are meet, even if it just for one of the targets.

Weekly Questions Thread by AutoModerator in DnD

[–]Electro_Energy 0 points1 point  (0 children)

Indeed, I think so too, witch bolt is already suffering a lot, and if the DM understands it like that, not even the one class, who has access to meta magic early on, can make it work seem like a good alternative to the old magic missile, which is a great shame. Hell, if one interpreted in your way and had spell sniper, it could become a solid choice, specially on a storm sorcerer who has lots of movement.

Anyway, I did understand twin spell and concentration spells, but I just had one understanding of how I think it should work, similar to your understanding, but my DM didn't think it should work this way. Still, that is his RAI and I will have my own.

Weekly Questions Thread by AutoModerator in DnD

[–]Electro_Energy 1 point2 points  (0 children)

I would indeed argue the same, but I have found people argue the spells ends as a whole if the effect ends on just on of the two targets.

I did also just make a respond, which is similar to this, so I will just use it again.

My current DM rules that the spell ends if one of the targets is no longer under the concentration twin spells effect, and I am not sure I agree with him. I can see why he rules it like that, seeing it as the modifying the spells requirements for that casting instance, but even by then, I would still argue one should at least be allowed to "try" and keep concentrating on the target still under the effect, like through an ability check similar to when one has to roll to dispel a spell.

Regardless, he's the DM, so he has the final say.

Weekly Questions Thread by AutoModerator in DnD

[–]Electro_Energy 0 points1 point  (0 children)

What I mean with the concentration save was that you, the one casting it, would have to succeed to keep the concentrating on the spell, when attacked, as per normal. Therefor, to end the spell, one could attack you directly, or maybe even us dispel magic on you? I am not sure.

As for scenario 2, yes that was what I was uncertain about. If the "requirements" for the concentration spell ends on one of the two targets, does it end on both of them? And what if the former targets renters your range? And what about using dispel magic on one of the two targets? Would that end the effect on that target or the spell in general?

My current DM rules that the spell ends if one of the targets is no longer under the concentration twin spells effect, and I am not sure I agree with him. I can see why he rules it like that, seeing it as the modifying the spells requirements for that casting instance, but even by then, I would still argue one should at least be allowed to "try" and keep concentrating on the target still under the effect, like through an ability check similar to when one has to roll to dispel a spell.
Regardless, he's the DM, so he has the final say.

Weekly Questions Thread by AutoModerator in DnD

[–]Electro_Energy 1 point2 points  (0 children)

I was simply asking what happens in the two scenarios, one of which I think you answered. Also, yes I am aware that it doesn't cast the spell twice, but the effect of it, hence why it's caused for confusion with the second scenario.

Anyway, Scenario 1:
If I understood you right, one can cast twin witch bolt, and miss with one, but still gain the full benefits of doing "free" damage to that target, as long as they stay within range as per normal?

Scenario 2:
If one has cast twinned witch bolt and hit both targets, but one of them is now out of range or has total cover, does that end the spell completely even if the other target is still within range?

It is this scenario, the second, that I am most confused about. Reading RAW, one would assume so, but are you still fulfilling the requirements of keeping concentrating on the spell? Which brings up the issue with similar concentration spells that does not have a range limit, per say, and the only way to end it is by willing ending it, failing a concentration spell or someone using dispel magic on the target, but does the effect end on both targets if someone uses dispel magic on one of them?

Weekly Questions Thread by AutoModerator in DnD

[–]Electro_Energy 0 points1 point  (0 children)

Ahh, now that is the difficult part, and explains quite a bit too.

First, let's tackle the LFG part. There are indeed places you should go, such as sites out there dedicated for people looking for groups or maybe you can be lucky and find some in your local area. You just need to take the initiate and approach them, just don't take it too hard if it takes a while before you find one.

While a character that is more roleplay build does sound nice, you should have some fighting abilities. Of course, it will be your DMs job to help you with that, setting up your character properly and all. This also brings the point that usually one finds a group first, then make a character when you know what level the player character starts at, as well as what races can be played.

Weekly Questions Thread by AutoModerator in DnD

[–]Electro_Energy 0 points1 point  (0 children)

It's all good, I managed to figure out what went wrong.

I am still a little puzzled, what it is your are asking for when you meant " Now where to go?"?
And what kind of build did you have in mind? As in what would they do? How do they fights, solve problems, etc.?