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homebrew:mechanic:spell_synthesis [2023/09/20 19:48] – created Lukehomebrew:mechanic:spell_synthesis [2023/09/20 20:13] (current) Luke
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   * Number of spells required - More spells = More power, or perhaps more unpredictability/chaotic fusions   * Number of spells required - More spells = More power, or perhaps more unpredictability/chaotic fusions
   * Can multiple people make the spells fuse? - Each fusion should state whether one person has to use the fusion or multiple people can make it. Maybe if the spells are cast with a higher spell slot than necessary, multiple people could fuse the spells. Typically, single person fusions should be more effective than multiple person fusions, but certain combinations could give the same level of power if the required spells are harder to use together, such as if they are on different class spell lists.   * Can multiple people make the spells fuse? - Each fusion should state whether one person has to use the fusion or multiple people can make it. Maybe if the spells are cast with a higher spell slot than necessary, multiple people could fuse the spells. Typically, single person fusions should be more effective than multiple person fusions, but certain combinations could give the same level of power if the required spells are harder to use together, such as if they are on different class spell lists.
 +  * MORE TO ADD AT A LATER DATE
 +
 +**Synthesis Format**\\
 +**Spell Synthesis:** Name of the Synthesis\\
 +**Synthesis Level:** The average spell level of the spell slots used, rounded down. Used mainly for things like Counterspell and Dispel Magic \\
 +**Synthesisers Required:** Specifies the number of people required to create the synthesis. Could be any number, One, Two, Three, or Any\\
 +**Synthesis School:** The best school that describes the synthesis's effect. Not directly linked to the Required Spells.\\
 +**Synthesis Duration:** How long the synthesis duration lasts for, and if Concentration is required.\\
 +**Required Spells:** The spells that need to be cast, in that order and the minimum level spell slot required.\\
 +**Synthesis Effect:** The effect that occurs if the synthesis is successful.\\
 +
 +
 +**Example Synthesis**\\
 +Spell Synthesis: Flame Burst\\
 +Synthesis Level: Cantrip\\
 +Synthesisers Required: One\\
 +Synthesis School: Evocation\\
 +Synthesis Duration: Instantaneous\\
 +Required Spells: Create Bonfire, Flame Bolt\\
 +Synthesis Effect: By shooting your Flame Bolt into the bonfire, you cause a reaction that rapidly expands outwards. All creatures within 10 feet of the Bonfire's location must make a Dexterity Saving Throw.\\
 +On a Failed Save, they take 2d8 Fire Damage and are set ablaze for 1 minute. They burn bright light for 5 feet and dim-light for 5 feet more, and take 1d6 Fire Damage at the start of their turn. Either they or another creature can use their action to extinguish the flames.\\
 +On a Successful Save, they only take half damage.\\
 +The initial damage increases by 1d8, and the ablaze damage increases by 1d6, when you reach 5th Level, 11th Level and 17th Level.\\
 +
 +**Will add a slightly more complicated example later.**
  • homebrew/mechanic/spell_synthesis.1695205094.txt.gz
  • Last modified: 19 months ago
  • by Luke