Divine Spell Benchmark


Homebrew and House Rules


I have been going through the Spell Design section of UM and am in the process of writing and number of spells to make my castery druid fit his theme. My question is has anyone put out a set of benchmarks spells for divine spells similar to the one for arcane spells. Basically as I design I just make the spell less powerful then I would for an arcane version similar to the standards set by damage.

My GM has approved my first spell but I am still worried it is a bit too good (I'd rather have a well balanced spell), and would love to have some more guidelines. Thanks


What if you posted your spell(s) and see if we think they're overpowered? It's probably easier than trying to set benchmarks.


mplindustries wrote:
What if you posted your spell(s) and see if we think they're overpowered? It's probably easier than trying to set benchmarks.

I could do that:

Autumnal Veil
School conjuration(creation); Level Druid 1
CASTING
Casting Time 1 standard action
Components (S,M) an autumn leaf
EFFECT
Range close (25 ft. + 5 ft./2 levels)
Effect see text
Duration 1 round/level
Saving Throw Reflex partial;Spell Resistance no

DESCRIPTION
You summon forth a cloud of autumn leaves that batter at your target. While the leaves do no real damage they obscure vision and disorient. A creature targeted by Autumnal Veil that fails their Reflex save is Blinded. Each round the creature may attempt another saving throw against the blindness. A creature that makes its saving throw can see, but is still bombarded by swirling leaves, all creatures gain Concealment (20%) from its attacks. Creatures that do not rely on sight are not effected by this spell. Any strong wind such as from a gust of wind spell will disperse the cloud of leaves ending the effect. A fireball, flame strike, or similar spell burns away the leaves. This spell does not function underwater.


First, there's no target entry here--does this affect a single person or an area?

From what I can tell, it looks like a cross between Glitterdust and Obscuring Mist. Personally, I think blinding is too strong a status effect for level--all other Blind effects that I'm aware of are 2nd level spells.

I don't know, I think this looks like a 2nd level spell, personally.


I agree. blindness/deafness is a third level spell. It's permanent, but yours will be for almost any combat, once you get 3rd level. Yours also gives an effect on save, where blindness is save negates entirely.

I'd put this spell at 3rd level, 2 if your DM is feeling generous. If you take off the partial, you should have a normal second level spell.

Also, reflex isnt the correct save, you want fortitude I'm thinking.

edit: also, SR:No makes this a ton more powerful as well. 3rd level spell for a divine, seriously.


mplindustries wrote:

First, there's no target entry here--does this affect a single person or an area?

From what I can tell, it looks like a cross between Glitterdust and Obscuring Mist. Personally, I think blinding is too strong a status effect for level--all other Blind effects that I'm aware of are 2nd level spells.

I don't know, I think this looks like a 2nd level spell, personally.

Target is 1 creature, I'll admit I missed glitterdust when designing this, just tried to make the spell weaker then blindness/deafness.

the strength of blindness is a consideration, but compared to something like color spray this spell feels solidly weaker.

Perhaps if i put an HD limit on the blindness? perhaps I could use total concealment vs concealment? (but honestly that would probably be stronger).


If you want this to be a 1st level divine spell, you have to make it objectively weaker than color spray.

That means remove the penalty on passing a save, your secondary effect.

That means SR:Yes

You don't need a HD cap, considering it's single target and doesn't do as much as color spray. Do consider though, that the further range from color spray can be seen as an advantage as well, not having to be 15 feet away from the angry enemy who passes a save.

The thing is, this spell allows anyone with sneak attack to automatically sneak attack the target (concealment being one of the methods to gain sneak attack by making a hide check) even if they pass the save. You really need to remove the secondary effect on a passed save. Sucks, but it will never be a first level spell otherwise.


GBHTchris wrote:
Target is 1 creature, I'll admit I missed glitterdust when designing this, just tried to make the spell weaker then blindness/deafness.

It's not really weaker than Blindess/Deafness, though, except maybe in range. The trick of it is that someone who is blind for a few rounds is blind just long enough for you to kill them. If someone is blind forever, well, they are also only blind long enough for you to kill them. The permanent duration affects PCs far more than NPCs.

GBHTchris wrote:
perhaps I could use total concealment vs concealment? (but honestly that would probably be stronger).

I personally think that if you want this for thematic reasons, you should just reflavor Obscuring Mist as a swirl of leaves instead of fog.

If you want this because a Blind is awesome, then I think it needs to be 2nd level. I really don't think you can Blind for any duration before that--it's too powerful of an effect for 1st level.


and just so I'm not only giving critiques...

Have you considered playing a sorcerer instead, and simply reflavouring his spells to nature themes? Take the verdant bloodline perhaps, and say color spray is a tangle of leaves flying out of your hands?

Depending on what you want to do, its probably just as viable


Good information, but I think we might be coming at the spell from the wrong side of things. I am less concerned with keeping blindness. I am trying to create a utilitarian debuff on a single target. I find that i often don't get to use spells like entangle or obscuring mist as my party gets upset that they can't attack at range for the prior on in melee with the later. So my intent is creating a solid level 1 debuff spell.

So what about just knocking it down to a 20% miss chance for level number of rounds on a reflex save.

no SR but the same ways to break the spell as listed above? still too strong? too weak?


GBHTchris wrote:

Good information, but I think we might be coming at the spell from the wrong side of things. I am less concerned with keeping blindness. I am trying to create a utilitarian debuff on a single target. I find that i often don't get to use spells like entangle or obscuring mist as my party gets upset that they can't attack at range for the prior on in melee with the later. So my intent is creating a solid level 1 debuff spell.

So what about just knocking it down to a 20% miss chance for level number of rounds on a reflex save.

no SR but the same ways to break the spell as listed above? still too strong? too weak?

I think partial concealment would be fine, and also makes a lot more sense for a bunch of leaves. Though, nerfing it to that point, you can probably afford to make the target:

Targets one creature/level, no two of which can be more than 15 ft. apart

Worse against the boss, better utility against the fireball-formation mobs.


CasMat wrote:

I think partial concealment would be fine, and also makes a lot more sense for a bunch of leaves. Though, nerfing it to that point, you can probably afford to make the target:

Targets one creature/level, no two of which can be more than 15 ft. apart

Worse against the boss, better utility against the fireball-formation mobs.

I actually think that is a pretty great fix! I think I am going to right this up and share it with my GM thanks!

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