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  1. - Top - End - #31
    Firbolg in the Playground
     
    stoutstien's Avatar

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    Default Re: The Return of the Return of GITP Regulars as Spells!

    Nerd roasting. I like it . Permission granted.
    what is the point of living if you can't deadlift?

    All credit to the amazing avatar goes to thoroughlyS

  2. - Top - End - #32
    Orc in the Playground
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    Default Re: The Return of the Return of GITP Regulars as Spells!

    I don’t know if I’m popular enough, but you have permission for me.

    Although, there is one spell you must make, even if permission isn’t given: Socerer King!!!!!!!!!
    Jalor's Guide to Hitting Things Really Hard: A Guide to Fighting Unarmed in 5e: https://docs.google.com/document/d/1...Yf1XaKuar0V3Sk

    Warning! Rebuttals and arguing are part of a good conversation. If I rebuttal or argue with you, it's to have a good conversation.

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    In other words, unlike internet trolls, a 5e troll is best solved by constant flaming.

  3. - Top - End - #33
    Bugbear in the Playground
     
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    Default Re: The Return of the Return of GITP Regulars as Spells!

    An odd choice for using the term simple but i enjoyed the jest.
    Skully boyfriend's lead to skully wendigo weddings.
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    linklele you have brought a beautiful and favorite character of mine as well as fluffy to life i wanted to thank you. i may never again switch my avatar

  4. - Top - End - #34
    Troll in the Playground
     
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    Default Re: The Return of the Return of GITP Regulars as Spells!

    I feel I've finally been around long/frequently enough to be a "regular". You have my permission.

    Quote Originally Posted by Grear Bylls View Post
    I don’t know if I’m popular enough, but you have permission for me.

    Although, there is one spell you must make, even if permission isn’t given: Socerer King!!!!!!!!!
    Level 9, Necromancy

    You're immediately banned from all planes of existence and any current or potential universes. You do not become a vestige. The only thing you may ever do from now on is cast this spell, which temporarily brings you back into existence, only to be banned again once someone pays attention.
    Last edited by Luccan; 2018-11-26 at 02:34 PM.
    Quote Originally Posted by Nifft View Post
    All Roads Lead to Gnome.

    I for one support the Gnoman Empire.
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  5. - Top - End - #35
    Ogre in the Playground
     
    Laserlight's Avatar

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    Default Re: The Return of the Return of GITP Regulars as Spells!

    Quote Originally Posted by JNAProductions View Post
    The duration is low enough that you aren't gonna bed someone with this spell....
    "Sorcerer Metamagic Extended Spell: When you Cast a Spell that has a Duration of 1 minute or longer, you can spend 1 sorcery point to double its Duration, to a maximum Duration of 24 hours." Although a sorc may have high enough CHA and Persuasion to find a spell unnecessary.


    Incidentally, if someone wants to make a spell of me--preferably not too similar to the one in my sig--go ahead.
    Last edited by Laserlight; 2018-11-26 at 02:56 PM.
    Junior, half orc paladin of the Order of St Dale the Intimidator: "Ah cain't abide no murderin' scoundrel."

    Tactical Precepts: 1) Cause chaos, then exploit it; 2) No plan survives contact with...(sigh)...my subordinates.

  6. - Top - End - #36
    Bugbear in the Playground
     
    SwashbucklerGuy

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    Default Re: The Return of the Return of GITP Regulars as Spells!

    I've enjoyed what folks have put together in the past for me, just as I eagerly await this future's representation.

  7. - Top - End - #37
    Barbarian in the Playground
     
    DrowGuy

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    Default Re: The Return of the Return of GITP Regulars as Spells!

    What the heck I'll join the fun, permission granted.
    ~I have never met a man so ignorant I could learn nothing from him~ Galileo
    My Homebrew Class: Bard College of Etymology
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  8. - Top - End - #38
    Bugbear in the Playground
     
    MadBear's Avatar

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    Default Re: The Return of the Return of GITP Regulars as Spells!

    permission definitely granted

  9. - Top - End - #39
    Firbolg in the Playground
     
    Man_Over_Game's Avatar

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    Default Re: The Return of the Return of GITP Regulars as Spells!

    We definitely need more spellmakers, guys. Lots of permissions, very few spells so far (about 4).
    Quote Originally Posted by KOLE View Post
    MOG, design a darn RPG system. Seriously, the amount of ideas I’ve gleaned from your posts has been valuable. You’re a gem of the community here.

    5th Edition Homebrewery
    Prestige Options, changing primary attributes to open a world of new multiclassing.
    Adrenaline Surge, fitting Short Rests into combat to fix bosses/Short Rest Classes.
    Pain, using Exhaustion to make tactical martial combatants.
    Fate Sorcery, lucky winner of the 5e D&D Subclass Contest VII!

  10. - Top - End - #40
    Ettin in the Playground
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    Default Re: The Return of the Return of GITP Regulars as Spells!

    Expected
    Level 5 Wizard spell.
    Instantaneous
    As a reaction you can gain advantage to one of your saves or impose disadvantage to an attack targeting you because you were excepting it.

    Madbear.
    Level 9 Bear domain spell and level 9 Druid spell
    By casting that spell you turn into a Gigantic bear with four times the usual stats of a dire bear for one round per caster level(the transformation happens as if using polymorph).
    While being transformed that way your attacks creates flying dire bears obeying you(that lasts until the end of the duration of that spell) and you must succeed a will save against this spell each turn or for one turn you act as if you were confused.

    no it was a joke: it is not in line with 5e design

    Madbear.
    Level 9 Bear domain spell and level 9 Druid spell
    By casting that spell you turn into a bear for one round per caster level(the transformation happens as if using polymorph).
    While being transformed that way your attacks creates flying bears(that lasts until the end of the duration of that spell) obeying you if you give them orders as move actions and you must succeed a will save against this spell each turn or for one turn you act as if you were confused.

    Got rid of the action economy so it is no longer broken!
    Last edited by noob; 2018-11-26 at 03:35 PM.

  11. - Top - End - #41
    Firbolg in the Playground
     
    stoutstien's Avatar

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    Default Re: The Return of the Return of GITP Regulars as Spells!

    Phoenix phyre

    Ward of Words .
    5th lv
    School: conjuration
    Casting time: one action
    Range: self
    Duration: concentration up to 10 minutes
    You can cause your words to manifest into floating runes that for a protective wall that impede enemies. The target must succeed a int saving throw or is forced to us it's action to obsessively read the runes. The target can repeat the savings throw at the start of it's turn or when it received damage. Illiterate creatures are immune.
    what is the point of living if you can't deadlift?

    All credit to the amazing avatar goes to thoroughlyS

  12. - Top - End - #42
    Titan in the Playground
     
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    Default Re: The Return of the Return of GITP Regulars as Spells!

    Hey brazenburn, could you chuck a few links in the OP so we can find the spells more easily please?

    I'll try to write a few when I get chance.

    Permission granted.
    Lydia Seaspray by Oneris!

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    This is why you're the best, Ninja Prawn.

    A Faerie Affair

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  13. - Top - End - #43
    Ettin in the Playground
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    Default Re: The Return of the Return of GITP Regulars as Spells!

    Do anyone have an idea of what a spell of a given level is supposed to do in 5e?

  14. - Top - End - #44
    Bugbear in the Playground
     
    the_brazenburn's Avatar

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    Default Re: The Return of the Return of GITP Regulars as Spells!

    Quote Originally Posted by Ninja_Prawn View Post
    Hey brazenburn, could you chuck a few links in the OP so we can find the spells more easily please?

    I'll try to write a few when I get chance.

    Permission granted.
    I'll try, but I'm not sure how.

  15. - Top - End - #45
    Firbolg in the Playground
     
    Man_Over_Game's Avatar

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    Default Re: The Return of the Return of GITP Regulars as Spells!

    Quote Originally Posted by the_brazenburn View Post
    I'll try, but I'm not sure how.
    R-Click on the number on the top right of a post, and click Copy Shortcut. Then, in the post options, there is a hyperlink button that looks like a planet with handcuffs. Paste in the URL you copied earlier, then in the brackets, put in the name of the spell.

    For example: This link uses this post, putting the url (giantitp.com/forums/showsinglepost.php?p=23530251&postcount=46) between the quotes and these words in the {URL}{/URL} brackets section.
    Last edited by Man_Over_Game; 2018-11-26 at 04:02 PM.
    Quote Originally Posted by KOLE View Post
    MOG, design a darn RPG system. Seriously, the amount of ideas I’ve gleaned from your posts has been valuable. You’re a gem of the community here.

    5th Edition Homebrewery
    Prestige Options, changing primary attributes to open a world of new multiclassing.
    Adrenaline Surge, fitting Short Rests into combat to fix bosses/Short Rest Classes.
    Pain, using Exhaustion to make tactical martial combatants.
    Fate Sorcery, lucky winner of the 5e D&D Subclass Contest VII!

  16. - Top - End - #46
    Ettin in the Playground
     
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    Default Re: The Return of the Return of GITP Regulars as Spells!

    Quote Originally Posted by the_brazenburn View Post
    I'll try, but I'm not sure how.
    If you look in the top right of the post you see
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  17. - Top - End - #47
    Titan in the Playground
     
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    Default Re: The Return of the Return of GITP Regulars as Spells!

    Quote Originally Posted by JNAProductions View Post
    Grod's Grand Genesis


    Oh my goodness.
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  18. - Top - End - #48
    Firbolg in the Playground
     
    Man_Over_Game's Avatar

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    Default Re: The Return of the Return of GITP Regulars as Spells!

    Quote Originally Posted by noob View Post
    Do anyone have an idea of what a spell of a given level is supposed to do in 5e?
    1-2: Reliable, low level utility or damage. Roughly 15-20 damage on average.

    3-4: Moderate abilities, designed to control the battlefield or complete important objectives in RP-related events. These are generally expensive, but effective spells that should be used sparingly but to great effect. Many of these will save your life, but only in specific situations. These are the spells most people remember.

    5-7: Heavy RP or combat ability, capable of wiping out half of the battlefield. Spells now have effects that can be used for permanent gain. Many of these abilities are designed for fortifications, as players should have bases by this level.

    8-9: Designed to change entire campaigns by quickly ending a warzone or creating one, or by merely "wishing" your problems away. These spells are not balanced, especially not against each other. If one of these are available, then sh**'s about to go down. If one of these are cast, sh** already has.
    Last edited by Man_Over_Game; 2018-11-26 at 04:11 PM.
    Quote Originally Posted by KOLE View Post
    MOG, design a darn RPG system. Seriously, the amount of ideas I’ve gleaned from your posts has been valuable. You’re a gem of the community here.

    5th Edition Homebrewery
    Prestige Options, changing primary attributes to open a world of new multiclassing.
    Adrenaline Surge, fitting Short Rests into combat to fix bosses/Short Rest Classes.
    Pain, using Exhaustion to make tactical martial combatants.
    Fate Sorcery, lucky winner of the 5e D&D Subclass Contest VII!

  19. - Top - End - #49
    Ettin in the Playground
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    Default Re: The Return of the Return of GITP Regulars as Spells!

    Quote Originally Posted by Man_Over_Game View Post
    1-2: Reliable, low level utility or damage. Roughly 15-20 damage on average.

    3-4: Moderate abilities, designed to control the battlefield or complete important objectives in RP-related events. These are generally expensive, but effective spells that should be used sparingly but to great effect. Many of these will save your life, but only in specific situations. These are the spells most people remember.

    5-7: Heavy RP or combat ability, capable of wiping out half of the battlefield. Spells now have effects that can be used for permanent gain. Many of these abilities are designed for fortifications, as players should have bases by this level.

    8-9: Designed to change entire campaigns by quickly ending a warzone or creating one, or by merely "wishing" your problems away. These spells are not balanced, especially not against each other. If one of these are available, then sh**'s about to go down. If one of these are cast, sh** already has.
    So advantage on a save or imposing disadvantage on an attack roll as a reaction should be more around level 3-4 than level 5?

  20. - Top - End - #50
    Firbolg in the Playground
     
    Man_Over_Game's Avatar

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    Default Re: The Return of the Return of GITP Regulars as Spells!

    Quote Originally Posted by noob View Post
    So advantage on a save or imposing disadvantage on an attack roll as a reaction should be more around level 3-4 than level 5?
    I'd say so. Keep in mind, Haste is also a single target buff, but is more consistent and can repeatedly provide benefits each turn, one of which is an extra attack!

    I'd probably say your spell is the equivalent of a level 2 spell, or even a level 1.

    Ask yourself, "would I use this spell over Shield or Absorb Elements"? Maybe, but only in specific circumstances, which is a good indicator that it's about level 1-2 quality. The only reason it's a contender for level 2 is because something like advantage on a saving throw scales really well at later levels.
    Last edited by Man_Over_Game; 2018-11-26 at 04:24 PM.
    Quote Originally Posted by KOLE View Post
    MOG, design a darn RPG system. Seriously, the amount of ideas I’ve gleaned from your posts has been valuable. You’re a gem of the community here.

    5th Edition Homebrewery
    Prestige Options, changing primary attributes to open a world of new multiclassing.
    Adrenaline Surge, fitting Short Rests into combat to fix bosses/Short Rest Classes.
    Pain, using Exhaustion to make tactical martial combatants.
    Fate Sorcery, lucky winner of the 5e D&D Subclass Contest VII!

  21. - Top - End - #51
    Firbolg in the Playground
     
    Man_Over_Game's Avatar

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    Default Re: The Return of the Return of GITP Regulars as Spells!

    Quote Originally Posted by Sariel Vailo View Post
    An odd choice for using the term simple but i enjoyed the jest.
    Sorry, I didn't mean for it to be a jest. The way it sounded, you actually utilize a program to make sure that dumb folk can fully comprehend your posts.

    Since you're accustomed to working around dumb people, I made you a spell to give you all the comforts you come to expect in GitP, to help you feel at home during your adventures.

    Alternatively, you convert someone into a Giant in the Playground.
    Last edited by Man_Over_Game; 2018-11-26 at 04:46 PM.
    Quote Originally Posted by KOLE View Post
    MOG, design a darn RPG system. Seriously, the amount of ideas I’ve gleaned from your posts has been valuable. You’re a gem of the community here.

    5th Edition Homebrewery
    Prestige Options, changing primary attributes to open a world of new multiclassing.
    Adrenaline Surge, fitting Short Rests into combat to fix bosses/Short Rest Classes.
    Pain, using Exhaustion to make tactical martial combatants.
    Fate Sorcery, lucky winner of the 5e D&D Subclass Contest VII!

  22. - Top - End - #52
    Ettin in the Playground
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    Default Re: The Return of the Return of GITP Regulars as Spells!

    Quote Originally Posted by Man_Over_Game View Post
    I'd say so. Keep in mind, Haste is also a single target buff, but is more consistent and can repeatedly provide benefits each turn, one of which is an extra attack!

    I'd probably say your spell is the equivalent of a level 2 spell, or even a level 1.

    Ask yourself, "would I use this spell over Shield or Absorb Elements"? Maybe, but only in specific circumstances, which is a good indicator that it's about level 1-2 quality. The only reason it's a contender for level 2 is because something like advantage on a saving throw scales really well at later levels.
    It is just that I am used to dnd 3.5 where avoiding critical failures is the main problem in the game.
    on the other hand since spell mastery exists this spell would be quite too good when at will.
    Last edited by noob; 2018-11-26 at 04:27 PM.

  23. - Top - End - #53
    Ogre in the Playground
     
    SwashbucklerGuy

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    Default Re: The Return of the Return of GITP Regulars as Spells!

    Permission granted!

  24. - Top - End - #54
    Bugbear in the Playground
     
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    Default Re: The Return of the Return of GITP Regulars as Spells!

    Korvin Starmast
    Level: 9
    Casting Time: 1 minute
    Range: Touch
    Components: V S M (A large mast of a ship costing at least 10,000 gp)
    Duration: Instantaneous
    Classes: Sorcerer, Wizard

    By touching a specially prepared ship mast, you turn it into a brightly gleaming star that has one or more (your choice) the following effects:

    1. It sheds bright light in a 500ft radius that counts as daylight
    2. All enemies must make a constitution save or suffer blindness
    3. You turn the mast into a literal star thereby destroying the world and messing up the entire solar system. On the other hand, you definitely won whatever argument you were engaged in.

    If you choose option 3, roll % if you survived. You have a 30% chance of never being able to cast this spell again.

  25. - Top - End - #55
    Bugbear in the Playground
     
    the_brazenburn's Avatar

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    Default Re: The Return of the Return of GITP Regulars as Spells!

    Quote Originally Posted by MadBear View Post
    Korvin Starmast
    Level: 9
    Casting Time: 1 minute
    Range: Touch
    Components: V S M (A large mast of a ship costing at least 10,000 gp)
    Duration: Instantaneous
    Classes: Sorcerer, Wizard

    By touching a specially prepared ship mast, you turn it into a brightly gleaming star that has one or more (your choice) the following effects:

    1. It sheds bright light in a 500ft radius that counts as daylight
    2. All enemies must make a constitution save or suffer blindness
    3. You turn the mast into a literal star thereby destroying the world and messing up the entire solar system. On the other hand, you definitely won whatever argument you were engaged in.

    If you choose option 3, roll % if you survived. You have a 30% chance of never being able to cast this spell again.
    Seems a little weak for 9th level, though. Aside from the obviously tongue-in-cheek third option, the other possibilities are createable with 1st to 3rd level spells.

  26. - Top - End - #56
    Ogre in the Playground
     
    BardGuy

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    Default Re: The Return of the Return of GITP Regulars as Spells!

    I don't know if I count as a regular but go ahead.

  27. - Top - End - #57
    Ogre in the Playground
     
    OrcBarbarianGirl

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    Default Re: The Return of the Return of GITP Regulars as Spells!

    I already had a decently silly spell, but I'd give permission for another.

    'Tis I, No Brains! Who derailed a thread with my name alone! Who got someone to agree to an intentionally canned sig quote! Creator of Ermac: the were-orca, and who always tries to maintain levity when talking about a children's board game!
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    But as we've agreed, sometimes the real power was the friends we made along the way, including the DM. I wish I could go on more articulate rants about how I'm grateful for DMs putting in the effort on a hard job even when it isn't perfect.

  28. - Top - End - #58
    Titan in the Playground
     
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    Default Re: The Return of the Return of GITP Regulars as Spells!

    Quote Originally Posted by Grod_The_Giant View Post
    Same. Feel free to do me.
    Quote Originally Posted by MadBear View Post
    Korvin Starmast
    Level: 9 / Casting Time: 1 minute / Range: Touch / Components: V S M (A large mast of a ship costing at least 10,000 gp) / Duration: Instantaneous / Classes: Sorcerer, Wizard

    By touching a specially prepared ship mast, you turn it into a brightly gleaming star that has one or more (your choice) the following effects:

    1. It sheds bright light in a 500ft radius that counts as daylight
    2. All enemies must make a constitution save or suffer blindness
    3. You turn the mast into a literal star thereby destroying the world and messing up the entire solar system. On the other hand, you definitely won whatever argument you were engaged in.

    If you choose option 3, roll % if you survived. You have a 30% chance of never being able to cast this spell again.
    Option 3 makes me laugh. Thank you.
    Last edited by KorvinStarmast; 2018-11-26 at 06:14 PM.
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  29. - Top - End - #59
    Bugbear in the Playground
     
    BlackDragon

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    Default Re: The Return of the Return of GITP Regulars as Spells!

    This looks like fun

  30. - Top - End - #60
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    Default Re: The Return of the Return of GITP Regulars as Spells!

    Phoenix Phyre

    5th level evocation

    Casting Time: See text
    Range: See text
    Components: See text
    Duration: Instantaneous

    This spell takes an action to cast and does 10d6 fire damage in a 20 ft radius at a range of 150 ft. However, you decide how you want to cast it. If you cast it as a bonus action or reaction, subtract 2d6 damage. For every 10 ft farther than 150 ft range subtract 1d6 damage. The spell normally has V, S, and M components (a ball of bat guano and sulfur). For every component you do not use to cast subtract 1d6 damage. For every 5 ft radius you increase the area of effect subtract 1d6 damage. For every 5 ft radius you decrease the area of effect add 1d6 damage.

    Creatures in the area of affect are allowed a Dexterity saving throw, taking a half-damage on a successful save.
    Quote Originally Posted by OvisCaedo View Post
    Rules existing are a dire threat to the divine power of the DM.

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