New Spell - Heart of Glass

DMEntropy

First Post
Heart of Glass

Necromancy
Level: Clr 2, Sor/Wiz 2
Range: Medium (100' + 10' per level)
Components: V, S, M, DF
Area of Effect: Target creature
Duration: 1 round per level
Target: Single creature
Saving Throw: Fort negates.

Description
This spell weakens the target creature so that they become more succeptible to critical hits. A successful ranged touch attack is required to affect the target. Any attack against the target that has a threat range for critical hits has this range increased by one. Thus a threat range of 20 becomes 19-20, a 19-20 becomes 18-20, etc. A successful Fort save will negate the effect.

The material component is some noxious substance that is harmful to the target.
 

log in or register to remove this ad


If a ranged touch attack is needed, the effect should be "Ray."

Otherwise, interesting. I'm not even sure I'd make it a 2nd level spell. The chances of it actually making a difference on combat are slim compared to other spells where I know there'll be an effect. (Unless they save or spell resist, of course)
 

I am comparing this to Keen Edge. That spell doubles threat range for the weapon it is cast upon with no save allowed for anyone that weapon is wielded against. In addition, Keen Edge has a much longer duration.

This seems a bit much for a level one spell though. Every incoming attack has its threat range increased by one. Perhaps making this a "no save" spell would keep it powerful enough for a level two spell?
 

As is, I would also be one to consider this a level 1 spell. It just isn't potent enough, last long enough, or get triggered often enough to warrant it a level 2 spell.

Also, I don't think Keen Edge is a great thing to compare it to - that spell can make an immediate and solid impact on a battle. I don't see this one doing that.

My 2 bits, for what it's worth :)
 

I agree with Em. Its not good enough for a 2nd-level spell as it is. No save and/or multiple targets might make it more attractive. As is, I wouldn't select it as a spell for one of my characters.

Keen Edge is a prep-spell. You generally cast it when you know a fight is coming, not during the fight itself. It also lasts quite a while. When one opponent dies, its still useful against the next.

Having results is indefinite here. Would I rather face the prospect of possibly missing the bad guy, the bad guy possibly saving, and the possibility that that this spell will have no real effect (i.e. none of my allies get a threat due to it) for the notion of some extra damage in the future, or would I rather throw a direct damage spell and do damage now? (Albeit, with the exception of magic missile, you'd probably be facing the possibility of missing and successful saves with most direct damage spells).

As a player, I don't think I'd take this spell if it was a ray against one target even without a save. I might be interested in this spell if it targeted opponents in a 30-foot radius burst with saves allowed.
 

Discussion on the Wizards' message board has evolved the spell into this now:

Heart of Glass

Necromancy
Level: Clr 1, Sor/Wiz 1
Range: Close (30' + 5'/level)
Components: V, S, M, DF
Area of Effect: Ray
Duration: 1 round per level
Target: Single creature
Spell Resistance: Yes
Saving Throw: None

Description
This spell weakens the target creature so that they become more succeptible to critical hits. A successful ranged touch attack is required to affect the target. Any attack against the target that has a threat range for critical hits has this range increased by one. Thus a threat range of 20 becomes 19-20, a 19-20 becomes 18-20, etc.

The material component is some noxious substance that is harmful to the target.
 
Last edited:

Um, Em? In the title section it says Saving Throw: None, but in the description a Fortitude Save negates the effect. For my two cents there should not be a save since the effect is a chance in itself of taking effect.
 


I think it is a pain to recalculate critical ranges based on your opponent. It would be easier, I think, to give opponents a +4 to confirm criticals against the subject of a heart of glass spell.

Just my two cp.
 

Remove ads

Top