Talk:Corrosive Aura (5e Spell)

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I like this. I do feel it could use a bit of clarification. Is the user just as blinded as other creatures would be? Why is the damage of a 1 minute duration spell so high? Using custom spell rules from the DMG (page 283) for checking damage for a spell that targets 2 or more creature's, this should be dealing about 7d6 damage once. But because it has continuous output the overall damage may need to go down a notch. The closest thing to what this does that I've found is the spell Incendiary Cloud (8th level, 1 minute, deals 10d8 fire, limited control and easily dispersed).

With that in mind I recommend that it reads as such:

"A corrosive green mist pours off from you in an aura with a 10 foot radius. The area within the aura is lightly obscured. Each creature within the aura when it appears must make a Constitution saving throw. A creature takes 4d8 acid damage on a failed save, or half as much damage on a successful one. Any creature that moves within the aura for the first time on a turn or ends its turn there must also make this saving throw.

At Higher Levels. When you cast this spell using a spell slot of 5th or higher the damage increases by 1d8 for each slot above 4th."

Overall, I really hope that helps clarify things and follows the wording of WotC spells. As for the damage and such, that can be toyed with a bit but the wording is something I felt was pretty important. I would also consider something like a corrosive penalty to the AC (like -2 until start of victims next turn) but that could be too much unnecessary bookkeeping for a normal table. The potential nerf the the user (light obscure area) is neat and may be cause to up the damage as it allows things to hide from the rolling death bubble. Failed saves against acid spells also normally deal repeat damage, if that is the route you choose, I would look over melf's acid arrow and see how that is worded in terms of damage and lingering effect.--Gr7mm Bobb (talk) 09:51, 18 January 2017 (MST)

Can I just point out the DMG spell recommendations are very inaccurate- 14d6 for a 9th-level spell? 2d10 healing for a 1st-level spell? 2d10 damage for a 1st-level spell? Better to just compare it to other spells of it's level. Although, I do agree with your point, but I just think it's important to know.

--AngelsAndAarakocra (talk) 10:13, 24 July 2017 (MDT)

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