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I wanted some advice on how I could range the concept of a new spell I thought of. For example what level it should be? should it do less damage? or is the duration to long? Thoughts anybody?
School Conjuration; Level druid 4 or 3
Casting Time 1 standard action
Components V, S, DF
Range medium (100 ft. + 10 ft./level)
Area one 20-ft. square/level
Duration 1 Min/level (D)
Saving Throw None; Spell Resistance yes
The designated land becomes enriched with foliage and brush. To allies of nature this is a sign of haven to those who wish to do harm are met with spiky bramble slashing at the aggressor.
Anyone who successfully deals damage to a Plant Creature in this area gets dealt 1d6 + CL (Max 10) points of damage per Plant creature in that 1 Round.
Mechanically, viewing this from the point of view of a plant creature being either the caster or a meaningful combatant, it surpasses fire shield (a sorcerer/wizard 4 spell) in many ways--it lasts ten times as long and affects a large area rather than just the caster. In trade, it no longer provides protection from heat/fire or cold, which is relatively minor--resist energy and protection from energy work better for that purpose.
Thematically, it'd a tad odd that growing spiky foliage and brush results in no effect other than retaliatory damage. I'd expect it to produce difficult terrain. Ostensibly, this spell also provides plants in a wide area for entangle and its many friends to exploit even in areas devoid of a single blade of grass, something usually difficult to accomplish (wall of thorns can do it, as can an expensive evergreen seed pouch).
Is the important part of this spell the theme of protecting a natural area or the mechanic of providing defensive damage to creatures? I'd work the spell more around whichever is most important. If it's the theme, there are many possible ways to provide defense to lots of creatures. If it's the mechanic, bump the level up some or dial back the duration and/or area.
It's easy to look at the "only works on plant creatures" clause as a restriction that should make the spell lower level than otherwise, but it isn't really--in the hands of a leshy, fey, or plant-summoning/plant companion character, it's a considerable bonus and should be more difficult to cast.
Thank you for the feedback, I purposely did make this spell a lot more powerful than it should be personally for me its easier to drag down power than coming up with ways to make it stronger.
School Conjuration; Level druid 5
Duration: 1 round/lvl
Area:one 20-ft. square/ 2 level
+Designated area will now be considered difficult terrain, except for Plants creatures and creatures who are unhindered by overgrown areas.
Thanks for catching this I forgot to mention type of damage.
+Damage is now considered Piercing.
This spell is originally for mechanic although the idea of creating spells for AOO defense is something i might play with more.
My wording might not be clear the damage is only meant to happen "once per round per Plant creature" meaning if you do a full round Atk against one the damage only happens Once. Its main purpose is to discourage AOO users for example if a Fireball spell hits 5 plant creatures and if that caster is in the designated area it will take 5d6 + CLx5.
Usually, AoO stands for Attack of Opportunity. Area spells are AoE, for Area of Effect
Keep in mind that Fireball outranges this, since it's Long range. Another thing to worry about when designing around mages (since they are the main area-based damage dealers) is dealing with flight. If a wizard is up against somebody who can cast 5th level spells and their minions, it would be pretty redundant if they didn't have a spare 3rd level slot.
Well I feel like the way the spell is worded the bramble could reach out to attack creatures in flight as well as long as they are in the designated area. Fireball out ranging this is perfectly fine sense I am purposely leaving an out for a creature to simply walk out of the area to not be affected.
Although a mage being further away from there team and the main tanks does seem like the perfect set up for a trap/ambush.
Adding on to the fact that MOST mages dont have the best defenses and health this would put a party in a bad position.
Besides in most of the campaigns I've been in with new and experienced players that play spell casters they typically dont stray too far from the group either because they don't want to or they cant due to there current environment.