I am currently level 1 (this is pfs so retraining before 2 is totally doable), the character used to be a blacksmith's apprentice before bonding with a familiar then going off to magic school. I was hoping to reflect this in my combat style, being able to create weapons and, after practicing, living creatures. Do you guys have any suggestions that would be better while still maintaining the flavor side.
Ok, so I've been continuing to look and have slowly crafted a regular and mythic version that I am beginning to like...
School evocation [Force]; Level bloodrager 3, magus 3, sorcerer/wizard 3;
You determine the range (distance and height) at which ruinaga is to burst. With a flick of your wrist, a golf sized ball streaks from your hand and, unless it impacts upon a material body or solid barrier prior to attaining the prescribed range, blossoms into the ball of force at that point. An early impact results in an early detonation. If you attempt to send the ball through a narrow passage, such as through an arrow slit, you must "hit" the opening with a ranged touch attack, or else the bead strikes the barrier and detonates prematurely.
Ruinaga pushes weak or small creatures and items to the ground. If ruinaga deals damage greater than that creature's CMD it gets knocked prone as if tripped. If the damage caused to an interposing barrier shatters or breaks through it, ruinaga may continue beyond the barrier if the area permits; otherwise it stops at the barrier just as any other spell effect does.
The damage dealt increases to 1d6 points of force damage per caster level (maximum 10d6). Any creature that is tripped by ruinaga is also pushed away from the center of the blast in a straight line up to 5 feet per two caster levels. For every size category of the target above Medium, reduce the distance pushed by 5 feet (–5 feet for Large, –10 feet for Huge, –15 for Gargantuan, and –20 feet for Colossal) to a minimum of 0 feet.
Augmented (6th): If you expend two uses of mythic power, the maximum damage increases to 20d6, the area increases to a 40-foot radius spread, and any creature that failed its Reflex save is automatically tripped.
Fireball vs Ruinaga:
I'll just lay out the points that I changed...
So a quick thing, the damage goes up by 2.5 every level up to 10 (or 3.5 if casting mythic), and a monsters CMD goes up about 1.5-2.5 for every CR. So just from this you can see that if we are using the mythic version are going to catch up eventually. Also something to keep in mind, if the creature has a successful reflex save it cuts the damage in half, which makes it next to impossible to trip the little fella.
Now onto the numbers.
CR 1/Level 1
sorry that's a lot of numbers..
As you can see, if you are just using the non mythic version, it is impossible to trip a creature equal to your level before level 6, and even then you have to be rolling like a god. You slowly get closer until you stop scaling at level 10, and by level 15 it is impossible to trip a monster equal to your CR without metamagic.
If we are using the mythic version you can begin tripping at level 3, although once again you have to being having some seriously good rolls. Level 6 however is the sweet spot for this spell. You are now doing average damage enough to trip most creatures, but they have enough life that it isn't just killing them. Once again, you cap off at level 10, however it is still possible to trip monsters with good rolls all the way past level 15.
I just did the averages/maxes for damage in my head and I got the CMD/HD per CR here
If you have any comments I'd be happy to hear them. This is my first "official" homebrew and I would love to hear what you think, and what would make it better...