Talk:Greatwyrm's Wrath (5e Spell)

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Too Weak[edit]

I believe that this spell is to weak for a 9th level, getting completely outclassed by Meteor Swarm. 2d20 plus 2d4 damage is pathetic for a 9th level spell. The range is massive 120 foot cone, but can't uses it because suck damage. Meteor Swarm does an average of 140 damage per Meteor, and there are four meteors that have a blast range of 80 feet.

I would do this. Bump up the damage to around 40d6 fire damage that ignores resistance to fire damage . A creature at this level of play will unlikely have a resistance, either an immunity or nothing, but it adds more damage to that uncommon case. That is an average of 140 fire damage as well, but in a 120 cone.

If you want to keep the burning effect then this. Increase the damage to 30d6, average of 105, and if they failed the dexterity saving throw, they ignite taking 6d6, average of 21, fire damage at the end of each of the creature's turns, until it uses it's action to extinguish the flames.

Deletion support[edit]

The {delete} was recently replaced with {needsbalance}, and I'd like to remark on that. Deletion was requested by the sole significant contributor. Considering there are still several problems with using this spell in a campaign, I would rather see that request honored than let this spell continue to be a burden. - Guy 03:36, 5 November 2019 (MST)

Rework[edit]

Think I did good with it, how's it look? --Nuke The Earth (talk) 17:34, 21 December 2022 (MST)

You did good indeed! However, the spell is a bit underpowered for a 9th level spell. I would probably reduce the cone size (like 60-foot cone) and make it a 6th or 7th level spell instead. Anastacio (talk) 18:36, 21 December 2022 (MST)
I figured I'd adhered pretty closely to the spell design guideline. A ninth-level area of effect spell which causes half damage on a successful save should deal roughly 14d6 damage, and a spell with repeating-action damage over time should deal around half of the average damage for a given spell of that level. This spell deals 8d6 rather than 7d6, and deals the damage for a potential ten turns. Are you sure it feels underpowered? --Nuke The Earth (talk) 04:44, 22 December 2022 (MST)
This is dude that add the "Too Weak" thing. I think it is better and is probably ok. It is a damage over time effect, which is super rare in DND, but that damage from the total is strong. But I think the damage over time effect would be better fitting for a boss then a player character, something the characters have to work around, and something that takes the bosses attention. I think it would be easier as a high damage nuke spell. Other then that, looks good