I feel that Aekra, being a Dragonborn, should be allowed to tap into her ancestral traits at least a little bit, so I've thought up a spell.
Wings of the Solar Dragon
3rd level Spell
Components: V, S, M (A pile of sulfur, a scale, a drop of Holy water and a string.)
Casting Time: 1 action
Duration: 10 minutes. Concentration.
Range: 10ft
Great, radiant, partially Draconic, partially Angelic wings erupt from the back of the target, the golden wings emblazoned with the emblem of a rising sun. This grants a fly speed of 10', or 10' extra range for grounded motion.
In addition, these wings radiate Bright light for thirty feet, and Dim light for an extra ten.
Finally, the caster is shielded from those with obvious hostile intent by their wings. Upon casting the spell, the caster selects either Fire or Radiant damage. When a hostile creature moves within 5' of the affected, they take 2d4 of the specified damage type.
If the caster is knocked unconscious, or if their concentration is broken the effect ends, the wings vanishing into the ether. Anyone in the air falls as normal.
For every spell level above 3rd used, the caster can either grant another target wings or add an extra d4 damage to their defenses. For any spell level above sixth, change the damage dice to d6.
Wings of the Solar Dragon
3rd level Spell
Components: V, S, M (A pile of sulfur, a scale, a drop of Holy water and a string.)
Casting Time: 1 action
Duration: 10 minutes. Concentration.
Range: 10ft
Great, radiant, partially Draconic, partially Angelic wings erupt from the back of the target, the golden wings emblazoned with the emblem of a rising sun. This grants a fly speed of 10', or 10' extra range for grounded motion.
In addition, these wings radiate Bright light for thirty feet, and Dim light for an extra ten.
Finally, the caster is shielded from those with obvious hostile intent by their wings. Upon casting the spell, the caster selects either Fire or Radiant damage. When a hostile creature moves within 5' of the affected, they take 2d4 of the specified damage type.
If the caster is knocked unconscious, or if their concentration is broken the effect ends, the wings vanishing into the ether. Anyone in the air falls as normal.
For every spell level above 3rd used, the caster can either grant another target wings or add an extra d4 damage to their defenses. For any spell level above sixth, change the damage dice to d6.
Hmmm... It feels like this is the sort of spell that would require concentration.
Alright, penciling in Concentration.
But just imagine Aekra in her shiny new armor, with radiant wings trailing behind her as she bounds across the battlefield? Yeah. She's going full bling crusader.
Aekra's MO right now: Acquire shiny powerful objects. Style on the undead. Take a bath in a tub of holy water and not tell anyone. Maybe visit a masseuse, her tail's been cramping up lately...
But just imagine Aekra in her shiny new armor, with radiant wings trailing behind her as she bounds across the battlefield? Yeah. She's going full bling crusader.
Aekra's MO right now: Acquire shiny powerful objects. Style on the undead. Take a bath in a tub of holy water and not tell anyone. Maybe visit a masseuse, her tail's been cramping up lately...
Just asking: is this spell approved of?
Being knocked prone while flying is a bit redundant, as knocking someone prone is a melee action. You may simply state that it lasts 10 minutes or until you lose concentration.
Being able to pick an infinite amount of targets is a bit too much for me and makes the higher spell slot use redundant, as you may already select all the targets. If you were to state that you may target a number of creatures equal to your casting modifier, that would be better and perfectly clear.
If you give the affected a 10ft fly speed, I believe the spell would be much more refined in its simplicity. A normal Fly spell doesn't require more text than that and the affected is essentially gaining a 10ft fly speed, which is potentially an extra 10 ft movement while on the ground, if you aren't flying. This simple wording provides both benefits of this spell, but only requires one sentence.
Being able to pick an infinite amount of targets is a bit too much for me and makes the higher spell slot use redundant, as you may already select all the targets. If you were to state that you may target a number of creatures equal to your casting modifier, that would be better and perfectly clear.
If you give the affected a 10ft fly speed, I believe the spell would be much more refined in its simplicity. A normal Fly spell doesn't require more text than that and the affected is essentially gaining a 10ft fly speed, which is potentially an extra 10 ft movement while on the ground, if you aren't flying. This simple wording provides both benefits of this spell, but only requires one sentence.
There was a lot of clunky wording that I fixed. Now it's a lot more manageable and basically goes like this:
You get a fly speed and a burning wing aura that lashes out at your foes. At higher spell slots, you can grant more people this power or enhance your wing power.
You get a fly speed and a burning wing aura that lashes out at your foes. At higher spell slots, you can grant more people this power or enhance your wing power.
"until the affected is knocked prone." is more of a condition than the spell needs. Or until you lose concentration is more in line with the other spells.
The range of the spell was fine as a touch spell, which is more closer to the Fly spell. But making it as a small ranged spell is an interesting choice. I don't have any particular thoughts on this change.
"or is distracted the effect ends," Again, this is better explained as "or until the caster loses concentration". Being distracted doesn't exist in the books and is a vague notion.
"For every spell level above 3rd used, the caster can either grant another target wings or add an extra d4 damage to their defenses. For any spell level above sixth, change the damage dice to d6, but add extra dice as normal."
Now you have two higher spell slot leveling effects. If we look at the math behind this new addition, we will be comparing this spell with another 7th level spell, Firestorm.
Firestorm does 7d10 or half on a failed save, to 100ft of potential targets. If each target passed its save and each cube featured the maximum amount of targets possible, it would deal 21 damage to 20 targets, on average. Or 420 damage.
This spell, with the same amount of targets, would deal 7d6 to 8 targets out of 20 targets. But this is automatic damage that doesn't require a save. On average, this spell would deal 28 damage to 8 targets. Or 224 damage.
Since the cleric has no other way of gaining flight, this is an excellent utility spell with an added bonus. Of course "but add extra dice as normal" isn't necessary, as changing the damage die is sufficient. These are my current thoughts on the subject.
The range of the spell was fine as a touch spell, which is more closer to the Fly spell. But making it as a small ranged spell is an interesting choice. I don't have any particular thoughts on this change.
"or is distracted the effect ends," Again, this is better explained as "or until the caster loses concentration". Being distracted doesn't exist in the books and is a vague notion.
"For every spell level above 3rd used, the caster can either grant another target wings or add an extra d4 damage to their defenses. For any spell level above sixth, change the damage dice to d6, but add extra dice as normal."
Now you have two higher spell slot leveling effects. If we look at the math behind this new addition, we will be comparing this spell with another 7th level spell, Firestorm.
Firestorm does 7d10 or half on a failed save, to 100ft of potential targets. If each target passed its save and each cube featured the maximum amount of targets possible, it would deal 21 damage to 20 targets, on average. Or 420 damage.
This spell, with the same amount of targets, would deal 7d6 to 8 targets out of 20 targets. But this is automatic damage that doesn't require a save. On average, this spell would deal 28 damage to 8 targets. Or 224 damage.
Since the cleric has no other way of gaining flight, this is an excellent utility spell with an added bonus. Of course "but add extra dice as normal" isn't necessary, as changing the damage die is sufficient. These are my current thoughts on the subject.
You're making a lot of good points, and I am re balancing the spell to compensate. The short ranged thing was basically to go like this.
Say you use a fifth level spell slot. Now you and two of your buddies have the base spell in effect.
Instant carnage.
Say you use a fifth level spell slot. Now you and two of your buddies have the base spell in effect.
Instant carnage.
The damage is good, as it doesn't require a save.
The utility is good, as the cleric cannot gain a fly speed otherwise.
Giving it to others is the real draw of this spell, with the above statements in mind.
If you were to fix the wording of the spell to include my changes, I believe it would be a suitable spell.
The utility is good, as the cleric cannot gain a fly speed otherwise.
Giving it to others is the real draw of this spell, with the above statements in mind.
If you were to fix the wording of the spell to include my changes, I believe it would be a suitable spell.
Done and done. It grants Clerics a (meager) fly speed, but it's real use is for dashing across the battlefield, laying waste to everything with burning spectral wings.
Quite fitting for such a hasty and overeager character such as Aekra, I might say.
Quite fitting for such a hasty and overeager character such as Aekra, I might say.