Does this cantrip have a fair risk/reward balance?











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One of my players is a demonologist and requested a cantrip related to the field. So I took a crack at it and came up with the following thinking that an attack on the mind was fitting:




Three-Word Curse: Nails



Enchantment cantrip



Casting Time: 1 action



Range: 60 feet



Components: V, M (a fragment of ram horn)



Duration: Concentration, up to 1 minute



You speak in a demonic tongue slowly cursing the mind of a creature you can see within range. If the target can hear you (though it need not understand you), it must succeed a Wisdom saving throw to end the spell. On each of your turns for the duration, you may use your action to have the target attempt the Wisdom saving throw again. The spell ends if you use your action to do anything else. On the third failed attempt by the target, it experiences the feeling of several nails piercing their skull simultaneously and takes 5d8 psychic damage, and the spell then ends.



The spell's damage increases by 1d8 when you reach 5th level (6d8), 11th level (7d8), and 17th level (8d8).




Does the risk of wasting the invested time balance the high damage reward?










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up vote
9
down vote

favorite












One of my players is a demonologist and requested a cantrip related to the field. So I took a crack at it and came up with the following thinking that an attack on the mind was fitting:




Three-Word Curse: Nails



Enchantment cantrip



Casting Time: 1 action



Range: 60 feet



Components: V, M (a fragment of ram horn)



Duration: Concentration, up to 1 minute



You speak in a demonic tongue slowly cursing the mind of a creature you can see within range. If the target can hear you (though it need not understand you), it must succeed a Wisdom saving throw to end the spell. On each of your turns for the duration, you may use your action to have the target attempt the Wisdom saving throw again. The spell ends if you use your action to do anything else. On the third failed attempt by the target, it experiences the feeling of several nails piercing their skull simultaneously and takes 5d8 psychic damage, and the spell then ends.



The spell's damage increases by 1d8 when you reach 5th level (6d8), 11th level (7d8), and 17th level (8d8).




Does the risk of wasting the invested time balance the high damage reward?










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    Welcome to RPG.SE. Please take the tour and visit the help to get a feel for how a Q&A site in the SE format works best. thanks for your question, and have fun.
    – KorvinStarmast
    19 hours ago













up vote
9
down vote

favorite









up vote
9
down vote

favorite











One of my players is a demonologist and requested a cantrip related to the field. So I took a crack at it and came up with the following thinking that an attack on the mind was fitting:




Three-Word Curse: Nails



Enchantment cantrip



Casting Time: 1 action



Range: 60 feet



Components: V, M (a fragment of ram horn)



Duration: Concentration, up to 1 minute



You speak in a demonic tongue slowly cursing the mind of a creature you can see within range. If the target can hear you (though it need not understand you), it must succeed a Wisdom saving throw to end the spell. On each of your turns for the duration, you may use your action to have the target attempt the Wisdom saving throw again. The spell ends if you use your action to do anything else. On the third failed attempt by the target, it experiences the feeling of several nails piercing their skull simultaneously and takes 5d8 psychic damage, and the spell then ends.



The spell's damage increases by 1d8 when you reach 5th level (6d8), 11th level (7d8), and 17th level (8d8).




Does the risk of wasting the invested time balance the high damage reward?










share|improve this question









New contributor




Luckee is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.











One of my players is a demonologist and requested a cantrip related to the field. So I took a crack at it and came up with the following thinking that an attack on the mind was fitting:




Three-Word Curse: Nails



Enchantment cantrip



Casting Time: 1 action



Range: 60 feet



Components: V, M (a fragment of ram horn)



Duration: Concentration, up to 1 minute



You speak in a demonic tongue slowly cursing the mind of a creature you can see within range. If the target can hear you (though it need not understand you), it must succeed a Wisdom saving throw to end the spell. On each of your turns for the duration, you may use your action to have the target attempt the Wisdom saving throw again. The spell ends if you use your action to do anything else. On the third failed attempt by the target, it experiences the feeling of several nails piercing their skull simultaneously and takes 5d8 psychic damage, and the spell then ends.



The spell's damage increases by 1d8 when you reach 5th level (6d8), 11th level (7d8), and 17th level (8d8).




Does the risk of wasting the invested time balance the high damage reward?







dnd-5e spells homebrew balance cantrips






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edited 19 hours ago









V2Blast

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asked 20 hours ago









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  • 1




    Welcome to RPG.SE. Please take the tour and visit the help to get a feel for how a Q&A site in the SE format works best. thanks for your question, and have fun.
    – KorvinStarmast
    19 hours ago














  • 1




    Welcome to RPG.SE. Please take the tour and visit the help to get a feel for how a Q&A site in the SE format works best. thanks for your question, and have fun.
    – KorvinStarmast
    19 hours ago








1




1




Welcome to RPG.SE. Please take the tour and visit the help to get a feel for how a Q&A site in the SE format works best. thanks for your question, and have fun.
– KorvinStarmast
19 hours ago




Welcome to RPG.SE. Please take the tour and visit the help to get a feel for how a Q&A site in the SE format works best. thanks for your question, and have fun.
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19 hours ago










4 Answers
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up vote
21
down vote













The risk/cost is too high



The cost is:




  • Concentration

  • Three Actions


This is a rather high investment to start with, but there is also the risk:




  • The target needs to fail 3 saves

  • These have to be consecutive


Below level 5 the damage potential of this spell (5d8) is higher than other cantrips (3d12 with toll the dead is the next), but on higher levels it seriously starts to lag behind. Other cantrips also get +1dX, but they can be used 3x as often.



Add to this the aforementioned risk. Requiring 3 saves already gives this a low chance to succeed, but to achieve that on 3 consecutive rolls plunges the chance of success even deeper. The effective time/action investment will be way over 3 because of needing to restart on any successful save. This spell will extremely rarely do anything, especially considering that most combats do not last for even 10 turns (usual is 5-8 in my experience).



All in all this spell is so risky I would dare to call it near useless and the damage progression is miscalculated.



Recommendations



If you want to preserve the "three word" aspect, imitate spells like contagion and do not require the failed saves to be consecutive, but end the spell with 3 successful ones (also not necessarily consecutive). A mechanic resembling death saves. And either do not require any further action investment (like other such spells) or make it a bonus action. Also, I would advise you to make it a higher level spell, not a cantrip.



If you want to just make a more thematically appropriate cantrip, reskinning an existing one would be much easier to do and to balance.






share|improve this answer























  • What you are proposing is a en.wikipedia.org/wiki/Negative_binomial_distribution and its not much of an improvement. Assuming the target fails their saving throws 60% of the time you still only have a 55% chance of success after 10 rounds. How many combats have you seen that went more than 5?
    – Dale M
    16 hours ago






  • 1




    @DaleM I see that I was not completely clear, since with my propsed method, the spell cannot go on for 10 rounds. It must be over after the 5th roll (2*fail+2*success, last decides). My calculations for 60% fail chance give a 68.256% chance for the spell to deal damage.
    – Szega
    13 hours ago


















up vote
7
down vote













The other answers give a good picture on why the spell is, from a mechanical perspective, too weak. I will touch on that too, but also a couple of game design points that might help yiu understand why this spell won't work very well.



From a purely mechanical point of view, "succeed on more rolls to inflict more damage" is a workable concept. The expected damage output should be very high compared to normal cantrips to offset the fact that for normal cantrips, two successes (for three castings) inflict 2/3 of the damage one would inflict on three hits, while the "all-or-nothing" approach of the three word curse would inflict no damage unless all rolls succeeded. (Or failed, from the saving creature's POV)



However, mechanical balance isn't enough to make a cantrip good. I forecast problems relating to the use of this spell in tables.



It should be used early...



Suppose you're fighting a group of nasties and choose to use TWC. Three rounds later, you may have a chance to deal 5d8 damage ...if the combat is still going on. Many encounters last for a surprisingly small number of rounds, so TWC: Nails would probably find itself used mostly as an opener, because it might not get a chance to fire later on and 5d8 against an enemy weakened by the action already would be more likely to be an overkill.



...but early turns are too valuable to waste



Removing enemies from the encounter during the first turns is very valuable in DnD, strategically, because every removed enemy shifts the action economy to favor the PCs. Removing enemies during the first turns is something TWC: Nails can't do, but since it has little use later in the combat too, it's an inadvisable spell to use regardless.



Inaction is boring



This is the worst part to me. TWC: Nails will have the player essentially skipping three turns in order to have a chance to deal relatively massive damage. Assuming the spell dealt enough damage to be mechanically appealing, you'd be promoting an extremely boring style of gameplay to your players --- don't do that. As a general rule, make fun choices strong and strong choices fun, so players don't feel tempted to min-max themselves into something boring.



Poor party synergy



Especially assuming the cantrip gets the damage buff to make it mechanically competitive, another problem sets in --- it's overkill against many types of enemies. To avoid wasting that sweet damage, it encourages the players to not target the enemy targeted with TWC. Reserving enemies for oneself gets stale fast and can cause a lot of tension among the players, and can also result in very swingy outcomes: if the spell fails, you're gonna wish you had put in some damage instead of trusting the dice.



Bookkeeping



The spell forces an additional bookkeeping need for the players or the GM. It's a minor issue, but still one more thing I'd change.



Overall



The spell seems like something that might be a workable concept in a computer game where turns can be executed in mere seconds. However, in DnD, I think even the part where you have to idle during combat to have a chance to deal damage is unacceptable. The spell's concept is neat, but ultimately just a gimmick that can't be the sole justification of its existence.



If you want to preserve the "three strikes", I recommend the following changes:
- make the spell deal some damage on every failed save
- don't require the saves to be consecutive
- the third failed save deals extra damage
- no concentration needed



It's still not my favorite kind of spell, but it's more flexible in its use than before and far less swingy.






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    up vote
    3
    down vote













    Probability



    Your proposed mechanism requires 3 consecutive failed saves starting with the first. As such, the 1 minute duration is irrelevant - it will all be over in at most 3 rounds.



    D&D aims to have a "hit rate" (including failed saving throws) of about 60%. assuming that your target has this chance of failing their saving throw, chaining 3 of these together gives a 21.6% success rate.



    In addition, you are proposing that this requires concentration. So, unlike every other damaging cantrip it is not certain that it will "go off" and it means you can't be concentrating on anything else.



    Damaging cantrips



    Damaging cantrips are for a spellcaster what making an attack is for a martial class - the default action to take when you have no better options. Specifically:




    • They don't use up resources (e.g. spell slots)

    • They use up 1 action

    • They are all or nothing in terms of damage

    • They scale with character level, either by increasing in damage or adding additional targets


    Saving throw cantrips



    There are 4 cantrips in the PHB that have a saving throw:



    $$begin{array}{|c|c|c|c|c|c|}
    hline
    textbf{Spell}& textbf{Range} & textbf{Damage} & textbf{Expected*} & textbf{Save} &textbf{Extra} \ hline
    textit{Acid Splash} & text{60} & text{1d6 acid} & 2.1text{ or }4.2 & text{Dex} & text{Up to 2 targets within 5 feet} \ hline
    textit{Poison Spray} & text{10} & text{1d12 poison} & 3.9 & text{Con} & text{} \ hline
    textit{Sacred Flame} & text{60} & text{1d8 radiant} & 2.7 & text{Dex} & text{} \ hline
    textit{Vicious Mockery} & text{60} & text{1d4 psychic} & 1.5 & text{Wis} & text{Disadvantage on next attack roll} \ hline
    textit{TWC: Nails} & text{60} & text{5d8 psychic} & 1.62 & text{Wis} & text{Takes 3 rounds w/- concentration} \ hline
    end{array}$$




    • Expected damage assuming the target needs to roll an 13 or better to save (60% success rate) and dividing by 3 for your cantrip because it takes 3 rounds.


    So, given these comparisons, would you chose this cantrip? By the way, this is at levels 1-4 - the spell only gets worse after than in comparison.



    Use one of these as a model



    Make it the same as Sacred Flame only with psychic damage and your flavour text.



    Or reduce the range and do more damage like Poison Spray or reduce the damage and allow it to affect more people like Acid Splash or reduce the damage and give it an effect like Vicious Mockery.



    Whatever you do, you need to drop the multi-round nature of the effect - that's not how cantrips work.






    share|improve this answer






























      up vote
      2
      down vote













      Way too weak.



      Most foes will be dead before it does anything. And even if the target fails every save, it is 3 actions for 22.5 damage or 7.5 damage/action.



      Unlike most attacks, you have to hit 3 times for it to do anything.



      If the foe fails 60% of the time that is a 21.6% chance it does anything. If they fail 80% of the time, your chance of it doing damage is about 50-50. This is horrible.



      3 turn delay, horrible accuracy, mediocre effect, bad scaling.




      Three-Word Curse: Nails



      Enchantment cantrip



      Casting Time: 1 action



      Range: 60 feet



      Components: V, M (a fragment of ram horn)



      Duration: Concentration, up to 1 minute



      You speak a word in a demonic tongue slowly cursing the mind of a creature you can see within range who can hear you. The target creature must make a Wisdom saving throw or suffer the curse of this spell. Creatures under the curse feel nails surrounding their skull in all directions.



      Whenever a creature fails any saving throw against this spell, they suffer disadvantage on their next attack before the start of your next turn.



      While a creature is under the effects of this curse, you may spend an action to utter the second or third word of the curse.



      When the 2nd word is uttered, the creature must make a Wisdom saving throw or suffer 1d8 damage as they feel nails being tapped into their skull on all sides. Passing a save against the 2nd word does not end the spell.



      After the 3rd word is uttered the curse ends. The target must make a Wisdom save or suffer 4d8 damage and feel nails slam into their skull from all sides.



      You may only utter the 3rd word after a creature has failed a save against the 2nd word.



      The spell's damage increases by 1d8 when you reach 5th level, 11th and 17th level. This applies to the damage from both the 2nd and 3rd word.




      I did a few things.




      1. I added disadvantage on attacks. Like viscious mockery.


      2. I moved some damage up to the 2nd curse word.


      3. I doubled the rate of damage scaling (by having it apply twice).


      4. You can now utter the first word of the curse and hold it in reserve with concentration.


      5. Succeeding in a save against the 2nd word doesn't remove the curse. The caster can try again and again until it takes hold.



      The curse now has an effect right away (disadvantage). If you hit "twice" you get damage similar to Viscious Mockery, and 3 times to deal decent damage.



      Ignoring concentration, this ability is now stronger than Viscious Mockery. Add in concentration and it looks more reasonable.






      share|improve this answer























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        4 Answers
        4






        active

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        4 Answers
        4






        active

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        active

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        up vote
        21
        down vote













        The risk/cost is too high



        The cost is:




        • Concentration

        • Three Actions


        This is a rather high investment to start with, but there is also the risk:




        • The target needs to fail 3 saves

        • These have to be consecutive


        Below level 5 the damage potential of this spell (5d8) is higher than other cantrips (3d12 with toll the dead is the next), but on higher levels it seriously starts to lag behind. Other cantrips also get +1dX, but they can be used 3x as often.



        Add to this the aforementioned risk. Requiring 3 saves already gives this a low chance to succeed, but to achieve that on 3 consecutive rolls plunges the chance of success even deeper. The effective time/action investment will be way over 3 because of needing to restart on any successful save. This spell will extremely rarely do anything, especially considering that most combats do not last for even 10 turns (usual is 5-8 in my experience).



        All in all this spell is so risky I would dare to call it near useless and the damage progression is miscalculated.



        Recommendations



        If you want to preserve the "three word" aspect, imitate spells like contagion and do not require the failed saves to be consecutive, but end the spell with 3 successful ones (also not necessarily consecutive). A mechanic resembling death saves. And either do not require any further action investment (like other such spells) or make it a bonus action. Also, I would advise you to make it a higher level spell, not a cantrip.



        If you want to just make a more thematically appropriate cantrip, reskinning an existing one would be much easier to do and to balance.






        share|improve this answer























        • What you are proposing is a en.wikipedia.org/wiki/Negative_binomial_distribution and its not much of an improvement. Assuming the target fails their saving throws 60% of the time you still only have a 55% chance of success after 10 rounds. How many combats have you seen that went more than 5?
          – Dale M
          16 hours ago






        • 1




          @DaleM I see that I was not completely clear, since with my propsed method, the spell cannot go on for 10 rounds. It must be over after the 5th roll (2*fail+2*success, last decides). My calculations for 60% fail chance give a 68.256% chance for the spell to deal damage.
          – Szega
          13 hours ago















        up vote
        21
        down vote













        The risk/cost is too high



        The cost is:




        • Concentration

        • Three Actions


        This is a rather high investment to start with, but there is also the risk:




        • The target needs to fail 3 saves

        • These have to be consecutive


        Below level 5 the damage potential of this spell (5d8) is higher than other cantrips (3d12 with toll the dead is the next), but on higher levels it seriously starts to lag behind. Other cantrips also get +1dX, but they can be used 3x as often.



        Add to this the aforementioned risk. Requiring 3 saves already gives this a low chance to succeed, but to achieve that on 3 consecutive rolls plunges the chance of success even deeper. The effective time/action investment will be way over 3 because of needing to restart on any successful save. This spell will extremely rarely do anything, especially considering that most combats do not last for even 10 turns (usual is 5-8 in my experience).



        All in all this spell is so risky I would dare to call it near useless and the damage progression is miscalculated.



        Recommendations



        If you want to preserve the "three word" aspect, imitate spells like contagion and do not require the failed saves to be consecutive, but end the spell with 3 successful ones (also not necessarily consecutive). A mechanic resembling death saves. And either do not require any further action investment (like other such spells) or make it a bonus action. Also, I would advise you to make it a higher level spell, not a cantrip.



        If you want to just make a more thematically appropriate cantrip, reskinning an existing one would be much easier to do and to balance.






        share|improve this answer























        • What you are proposing is a en.wikipedia.org/wiki/Negative_binomial_distribution and its not much of an improvement. Assuming the target fails their saving throws 60% of the time you still only have a 55% chance of success after 10 rounds. How many combats have you seen that went more than 5?
          – Dale M
          16 hours ago






        • 1




          @DaleM I see that I was not completely clear, since with my propsed method, the spell cannot go on for 10 rounds. It must be over after the 5th roll (2*fail+2*success, last decides). My calculations for 60% fail chance give a 68.256% chance for the spell to deal damage.
          – Szega
          13 hours ago













        up vote
        21
        down vote










        up vote
        21
        down vote









        The risk/cost is too high



        The cost is:




        • Concentration

        • Three Actions


        This is a rather high investment to start with, but there is also the risk:




        • The target needs to fail 3 saves

        • These have to be consecutive


        Below level 5 the damage potential of this spell (5d8) is higher than other cantrips (3d12 with toll the dead is the next), but on higher levels it seriously starts to lag behind. Other cantrips also get +1dX, but they can be used 3x as often.



        Add to this the aforementioned risk. Requiring 3 saves already gives this a low chance to succeed, but to achieve that on 3 consecutive rolls plunges the chance of success even deeper. The effective time/action investment will be way over 3 because of needing to restart on any successful save. This spell will extremely rarely do anything, especially considering that most combats do not last for even 10 turns (usual is 5-8 in my experience).



        All in all this spell is so risky I would dare to call it near useless and the damage progression is miscalculated.



        Recommendations



        If you want to preserve the "three word" aspect, imitate spells like contagion and do not require the failed saves to be consecutive, but end the spell with 3 successful ones (also not necessarily consecutive). A mechanic resembling death saves. And either do not require any further action investment (like other such spells) or make it a bonus action. Also, I would advise you to make it a higher level spell, not a cantrip.



        If you want to just make a more thematically appropriate cantrip, reskinning an existing one would be much easier to do and to balance.






        share|improve this answer














        The risk/cost is too high



        The cost is:




        • Concentration

        • Three Actions


        This is a rather high investment to start with, but there is also the risk:




        • The target needs to fail 3 saves

        • These have to be consecutive


        Below level 5 the damage potential of this spell (5d8) is higher than other cantrips (3d12 with toll the dead is the next), but on higher levels it seriously starts to lag behind. Other cantrips also get +1dX, but they can be used 3x as often.



        Add to this the aforementioned risk. Requiring 3 saves already gives this a low chance to succeed, but to achieve that on 3 consecutive rolls plunges the chance of success even deeper. The effective time/action investment will be way over 3 because of needing to restart on any successful save. This spell will extremely rarely do anything, especially considering that most combats do not last for even 10 turns (usual is 5-8 in my experience).



        All in all this spell is so risky I would dare to call it near useless and the damage progression is miscalculated.



        Recommendations



        If you want to preserve the "three word" aspect, imitate spells like contagion and do not require the failed saves to be consecutive, but end the spell with 3 successful ones (also not necessarily consecutive). A mechanic resembling death saves. And either do not require any further action investment (like other such spells) or make it a bonus action. Also, I would advise you to make it a higher level spell, not a cantrip.



        If you want to just make a more thematically appropriate cantrip, reskinning an existing one would be much easier to do and to balance.







        share|improve this answer














        share|improve this answer



        share|improve this answer








        edited 19 hours ago









        V2Blast

        18.1k248114




        18.1k248114










        answered 19 hours ago









        Szega

        36.8k4152187




        36.8k4152187












        • What you are proposing is a en.wikipedia.org/wiki/Negative_binomial_distribution and its not much of an improvement. Assuming the target fails their saving throws 60% of the time you still only have a 55% chance of success after 10 rounds. How many combats have you seen that went more than 5?
          – Dale M
          16 hours ago






        • 1




          @DaleM I see that I was not completely clear, since with my propsed method, the spell cannot go on for 10 rounds. It must be over after the 5th roll (2*fail+2*success, last decides). My calculations for 60% fail chance give a 68.256% chance for the spell to deal damage.
          – Szega
          13 hours ago


















        • What you are proposing is a en.wikipedia.org/wiki/Negative_binomial_distribution and its not much of an improvement. Assuming the target fails their saving throws 60% of the time you still only have a 55% chance of success after 10 rounds. How many combats have you seen that went more than 5?
          – Dale M
          16 hours ago






        • 1




          @DaleM I see that I was not completely clear, since with my propsed method, the spell cannot go on for 10 rounds. It must be over after the 5th roll (2*fail+2*success, last decides). My calculations for 60% fail chance give a 68.256% chance for the spell to deal damage.
          – Szega
          13 hours ago
















        What you are proposing is a en.wikipedia.org/wiki/Negative_binomial_distribution and its not much of an improvement. Assuming the target fails their saving throws 60% of the time you still only have a 55% chance of success after 10 rounds. How many combats have you seen that went more than 5?
        – Dale M
        16 hours ago




        What you are proposing is a en.wikipedia.org/wiki/Negative_binomial_distribution and its not much of an improvement. Assuming the target fails their saving throws 60% of the time you still only have a 55% chance of success after 10 rounds. How many combats have you seen that went more than 5?
        – Dale M
        16 hours ago




        1




        1




        @DaleM I see that I was not completely clear, since with my propsed method, the spell cannot go on for 10 rounds. It must be over after the 5th roll (2*fail+2*success, last decides). My calculations for 60% fail chance give a 68.256% chance for the spell to deal damage.
        – Szega
        13 hours ago




        @DaleM I see that I was not completely clear, since with my propsed method, the spell cannot go on for 10 rounds. It must be over after the 5th roll (2*fail+2*success, last decides). My calculations for 60% fail chance give a 68.256% chance for the spell to deal damage.
        – Szega
        13 hours ago












        up vote
        7
        down vote













        The other answers give a good picture on why the spell is, from a mechanical perspective, too weak. I will touch on that too, but also a couple of game design points that might help yiu understand why this spell won't work very well.



        From a purely mechanical point of view, "succeed on more rolls to inflict more damage" is a workable concept. The expected damage output should be very high compared to normal cantrips to offset the fact that for normal cantrips, two successes (for three castings) inflict 2/3 of the damage one would inflict on three hits, while the "all-or-nothing" approach of the three word curse would inflict no damage unless all rolls succeeded. (Or failed, from the saving creature's POV)



        However, mechanical balance isn't enough to make a cantrip good. I forecast problems relating to the use of this spell in tables.



        It should be used early...



        Suppose you're fighting a group of nasties and choose to use TWC. Three rounds later, you may have a chance to deal 5d8 damage ...if the combat is still going on. Many encounters last for a surprisingly small number of rounds, so TWC: Nails would probably find itself used mostly as an opener, because it might not get a chance to fire later on and 5d8 against an enemy weakened by the action already would be more likely to be an overkill.



        ...but early turns are too valuable to waste



        Removing enemies from the encounter during the first turns is very valuable in DnD, strategically, because every removed enemy shifts the action economy to favor the PCs. Removing enemies during the first turns is something TWC: Nails can't do, but since it has little use later in the combat too, it's an inadvisable spell to use regardless.



        Inaction is boring



        This is the worst part to me. TWC: Nails will have the player essentially skipping three turns in order to have a chance to deal relatively massive damage. Assuming the spell dealt enough damage to be mechanically appealing, you'd be promoting an extremely boring style of gameplay to your players --- don't do that. As a general rule, make fun choices strong and strong choices fun, so players don't feel tempted to min-max themselves into something boring.



        Poor party synergy



        Especially assuming the cantrip gets the damage buff to make it mechanically competitive, another problem sets in --- it's overkill against many types of enemies. To avoid wasting that sweet damage, it encourages the players to not target the enemy targeted with TWC. Reserving enemies for oneself gets stale fast and can cause a lot of tension among the players, and can also result in very swingy outcomes: if the spell fails, you're gonna wish you had put in some damage instead of trusting the dice.



        Bookkeeping



        The spell forces an additional bookkeeping need for the players or the GM. It's a minor issue, but still one more thing I'd change.



        Overall



        The spell seems like something that might be a workable concept in a computer game where turns can be executed in mere seconds. However, in DnD, I think even the part where you have to idle during combat to have a chance to deal damage is unacceptable. The spell's concept is neat, but ultimately just a gimmick that can't be the sole justification of its existence.



        If you want to preserve the "three strikes", I recommend the following changes:
        - make the spell deal some damage on every failed save
        - don't require the saves to be consecutive
        - the third failed save deals extra damage
        - no concentration needed



        It's still not my favorite kind of spell, but it's more flexible in its use than before and far less swingy.






        share|improve this answer

























          up vote
          7
          down vote













          The other answers give a good picture on why the spell is, from a mechanical perspective, too weak. I will touch on that too, but also a couple of game design points that might help yiu understand why this spell won't work very well.



          From a purely mechanical point of view, "succeed on more rolls to inflict more damage" is a workable concept. The expected damage output should be very high compared to normal cantrips to offset the fact that for normal cantrips, two successes (for three castings) inflict 2/3 of the damage one would inflict on three hits, while the "all-or-nothing" approach of the three word curse would inflict no damage unless all rolls succeeded. (Or failed, from the saving creature's POV)



          However, mechanical balance isn't enough to make a cantrip good. I forecast problems relating to the use of this spell in tables.



          It should be used early...



          Suppose you're fighting a group of nasties and choose to use TWC. Three rounds later, you may have a chance to deal 5d8 damage ...if the combat is still going on. Many encounters last for a surprisingly small number of rounds, so TWC: Nails would probably find itself used mostly as an opener, because it might not get a chance to fire later on and 5d8 against an enemy weakened by the action already would be more likely to be an overkill.



          ...but early turns are too valuable to waste



          Removing enemies from the encounter during the first turns is very valuable in DnD, strategically, because every removed enemy shifts the action economy to favor the PCs. Removing enemies during the first turns is something TWC: Nails can't do, but since it has little use later in the combat too, it's an inadvisable spell to use regardless.



          Inaction is boring



          This is the worst part to me. TWC: Nails will have the player essentially skipping three turns in order to have a chance to deal relatively massive damage. Assuming the spell dealt enough damage to be mechanically appealing, you'd be promoting an extremely boring style of gameplay to your players --- don't do that. As a general rule, make fun choices strong and strong choices fun, so players don't feel tempted to min-max themselves into something boring.



          Poor party synergy



          Especially assuming the cantrip gets the damage buff to make it mechanically competitive, another problem sets in --- it's overkill against many types of enemies. To avoid wasting that sweet damage, it encourages the players to not target the enemy targeted with TWC. Reserving enemies for oneself gets stale fast and can cause a lot of tension among the players, and can also result in very swingy outcomes: if the spell fails, you're gonna wish you had put in some damage instead of trusting the dice.



          Bookkeeping



          The spell forces an additional bookkeeping need for the players or the GM. It's a minor issue, but still one more thing I'd change.



          Overall



          The spell seems like something that might be a workable concept in a computer game where turns can be executed in mere seconds. However, in DnD, I think even the part where you have to idle during combat to have a chance to deal damage is unacceptable. The spell's concept is neat, but ultimately just a gimmick that can't be the sole justification of its existence.



          If you want to preserve the "three strikes", I recommend the following changes:
          - make the spell deal some damage on every failed save
          - don't require the saves to be consecutive
          - the third failed save deals extra damage
          - no concentration needed



          It's still not my favorite kind of spell, but it's more flexible in its use than before and far less swingy.






          share|improve this answer























            up vote
            7
            down vote










            up vote
            7
            down vote









            The other answers give a good picture on why the spell is, from a mechanical perspective, too weak. I will touch on that too, but also a couple of game design points that might help yiu understand why this spell won't work very well.



            From a purely mechanical point of view, "succeed on more rolls to inflict more damage" is a workable concept. The expected damage output should be very high compared to normal cantrips to offset the fact that for normal cantrips, two successes (for three castings) inflict 2/3 of the damage one would inflict on three hits, while the "all-or-nothing" approach of the three word curse would inflict no damage unless all rolls succeeded. (Or failed, from the saving creature's POV)



            However, mechanical balance isn't enough to make a cantrip good. I forecast problems relating to the use of this spell in tables.



            It should be used early...



            Suppose you're fighting a group of nasties and choose to use TWC. Three rounds later, you may have a chance to deal 5d8 damage ...if the combat is still going on. Many encounters last for a surprisingly small number of rounds, so TWC: Nails would probably find itself used mostly as an opener, because it might not get a chance to fire later on and 5d8 against an enemy weakened by the action already would be more likely to be an overkill.



            ...but early turns are too valuable to waste



            Removing enemies from the encounter during the first turns is very valuable in DnD, strategically, because every removed enemy shifts the action economy to favor the PCs. Removing enemies during the first turns is something TWC: Nails can't do, but since it has little use later in the combat too, it's an inadvisable spell to use regardless.



            Inaction is boring



            This is the worst part to me. TWC: Nails will have the player essentially skipping three turns in order to have a chance to deal relatively massive damage. Assuming the spell dealt enough damage to be mechanically appealing, you'd be promoting an extremely boring style of gameplay to your players --- don't do that. As a general rule, make fun choices strong and strong choices fun, so players don't feel tempted to min-max themselves into something boring.



            Poor party synergy



            Especially assuming the cantrip gets the damage buff to make it mechanically competitive, another problem sets in --- it's overkill against many types of enemies. To avoid wasting that sweet damage, it encourages the players to not target the enemy targeted with TWC. Reserving enemies for oneself gets stale fast and can cause a lot of tension among the players, and can also result in very swingy outcomes: if the spell fails, you're gonna wish you had put in some damage instead of trusting the dice.



            Bookkeeping



            The spell forces an additional bookkeeping need for the players or the GM. It's a minor issue, but still one more thing I'd change.



            Overall



            The spell seems like something that might be a workable concept in a computer game where turns can be executed in mere seconds. However, in DnD, I think even the part where you have to idle during combat to have a chance to deal damage is unacceptable. The spell's concept is neat, but ultimately just a gimmick that can't be the sole justification of its existence.



            If you want to preserve the "three strikes", I recommend the following changes:
            - make the spell deal some damage on every failed save
            - don't require the saves to be consecutive
            - the third failed save deals extra damage
            - no concentration needed



            It's still not my favorite kind of spell, but it's more flexible in its use than before and far less swingy.






            share|improve this answer












            The other answers give a good picture on why the spell is, from a mechanical perspective, too weak. I will touch on that too, but also a couple of game design points that might help yiu understand why this spell won't work very well.



            From a purely mechanical point of view, "succeed on more rolls to inflict more damage" is a workable concept. The expected damage output should be very high compared to normal cantrips to offset the fact that for normal cantrips, two successes (for three castings) inflict 2/3 of the damage one would inflict on three hits, while the "all-or-nothing" approach of the three word curse would inflict no damage unless all rolls succeeded. (Or failed, from the saving creature's POV)



            However, mechanical balance isn't enough to make a cantrip good. I forecast problems relating to the use of this spell in tables.



            It should be used early...



            Suppose you're fighting a group of nasties and choose to use TWC. Three rounds later, you may have a chance to deal 5d8 damage ...if the combat is still going on. Many encounters last for a surprisingly small number of rounds, so TWC: Nails would probably find itself used mostly as an opener, because it might not get a chance to fire later on and 5d8 against an enemy weakened by the action already would be more likely to be an overkill.



            ...but early turns are too valuable to waste



            Removing enemies from the encounter during the first turns is very valuable in DnD, strategically, because every removed enemy shifts the action economy to favor the PCs. Removing enemies during the first turns is something TWC: Nails can't do, but since it has little use later in the combat too, it's an inadvisable spell to use regardless.



            Inaction is boring



            This is the worst part to me. TWC: Nails will have the player essentially skipping three turns in order to have a chance to deal relatively massive damage. Assuming the spell dealt enough damage to be mechanically appealing, you'd be promoting an extremely boring style of gameplay to your players --- don't do that. As a general rule, make fun choices strong and strong choices fun, so players don't feel tempted to min-max themselves into something boring.



            Poor party synergy



            Especially assuming the cantrip gets the damage buff to make it mechanically competitive, another problem sets in --- it's overkill against many types of enemies. To avoid wasting that sweet damage, it encourages the players to not target the enemy targeted with TWC. Reserving enemies for oneself gets stale fast and can cause a lot of tension among the players, and can also result in very swingy outcomes: if the spell fails, you're gonna wish you had put in some damage instead of trusting the dice.



            Bookkeeping



            The spell forces an additional bookkeeping need for the players or the GM. It's a minor issue, but still one more thing I'd change.



            Overall



            The spell seems like something that might be a workable concept in a computer game where turns can be executed in mere seconds. However, in DnD, I think even the part where you have to idle during combat to have a chance to deal damage is unacceptable. The spell's concept is neat, but ultimately just a gimmick that can't be the sole justification of its existence.



            If you want to preserve the "three strikes", I recommend the following changes:
            - make the spell deal some damage on every failed save
            - don't require the saves to be consecutive
            - the third failed save deals extra damage
            - no concentration needed



            It's still not my favorite kind of spell, but it's more flexible in its use than before and far less swingy.







            share|improve this answer












            share|improve this answer



            share|improve this answer










            answered 11 hours ago









            kviiri

            30.8k7114182




            30.8k7114182






















                up vote
                3
                down vote













                Probability



                Your proposed mechanism requires 3 consecutive failed saves starting with the first. As such, the 1 minute duration is irrelevant - it will all be over in at most 3 rounds.



                D&D aims to have a "hit rate" (including failed saving throws) of about 60%. assuming that your target has this chance of failing their saving throw, chaining 3 of these together gives a 21.6% success rate.



                In addition, you are proposing that this requires concentration. So, unlike every other damaging cantrip it is not certain that it will "go off" and it means you can't be concentrating on anything else.



                Damaging cantrips



                Damaging cantrips are for a spellcaster what making an attack is for a martial class - the default action to take when you have no better options. Specifically:




                • They don't use up resources (e.g. spell slots)

                • They use up 1 action

                • They are all or nothing in terms of damage

                • They scale with character level, either by increasing in damage or adding additional targets


                Saving throw cantrips



                There are 4 cantrips in the PHB that have a saving throw:



                $$begin{array}{|c|c|c|c|c|c|}
                hline
                textbf{Spell}& textbf{Range} & textbf{Damage} & textbf{Expected*} & textbf{Save} &textbf{Extra} \ hline
                textit{Acid Splash} & text{60} & text{1d6 acid} & 2.1text{ or }4.2 & text{Dex} & text{Up to 2 targets within 5 feet} \ hline
                textit{Poison Spray} & text{10} & text{1d12 poison} & 3.9 & text{Con} & text{} \ hline
                textit{Sacred Flame} & text{60} & text{1d8 radiant} & 2.7 & text{Dex} & text{} \ hline
                textit{Vicious Mockery} & text{60} & text{1d4 psychic} & 1.5 & text{Wis} & text{Disadvantage on next attack roll} \ hline
                textit{TWC: Nails} & text{60} & text{5d8 psychic} & 1.62 & text{Wis} & text{Takes 3 rounds w/- concentration} \ hline
                end{array}$$




                • Expected damage assuming the target needs to roll an 13 or better to save (60% success rate) and dividing by 3 for your cantrip because it takes 3 rounds.


                So, given these comparisons, would you chose this cantrip? By the way, this is at levels 1-4 - the spell only gets worse after than in comparison.



                Use one of these as a model



                Make it the same as Sacred Flame only with psychic damage and your flavour text.



                Or reduce the range and do more damage like Poison Spray or reduce the damage and allow it to affect more people like Acid Splash or reduce the damage and give it an effect like Vicious Mockery.



                Whatever you do, you need to drop the multi-round nature of the effect - that's not how cantrips work.






                share|improve this answer



























                  up vote
                  3
                  down vote













                  Probability



                  Your proposed mechanism requires 3 consecutive failed saves starting with the first. As such, the 1 minute duration is irrelevant - it will all be over in at most 3 rounds.



                  D&D aims to have a "hit rate" (including failed saving throws) of about 60%. assuming that your target has this chance of failing their saving throw, chaining 3 of these together gives a 21.6% success rate.



                  In addition, you are proposing that this requires concentration. So, unlike every other damaging cantrip it is not certain that it will "go off" and it means you can't be concentrating on anything else.



                  Damaging cantrips



                  Damaging cantrips are for a spellcaster what making an attack is for a martial class - the default action to take when you have no better options. Specifically:




                  • They don't use up resources (e.g. spell slots)

                  • They use up 1 action

                  • They are all or nothing in terms of damage

                  • They scale with character level, either by increasing in damage or adding additional targets


                  Saving throw cantrips



                  There are 4 cantrips in the PHB that have a saving throw:



                  $$begin{array}{|c|c|c|c|c|c|}
                  hline
                  textbf{Spell}& textbf{Range} & textbf{Damage} & textbf{Expected*} & textbf{Save} &textbf{Extra} \ hline
                  textit{Acid Splash} & text{60} & text{1d6 acid} & 2.1text{ or }4.2 & text{Dex} & text{Up to 2 targets within 5 feet} \ hline
                  textit{Poison Spray} & text{10} & text{1d12 poison} & 3.9 & text{Con} & text{} \ hline
                  textit{Sacred Flame} & text{60} & text{1d8 radiant} & 2.7 & text{Dex} & text{} \ hline
                  textit{Vicious Mockery} & text{60} & text{1d4 psychic} & 1.5 & text{Wis} & text{Disadvantage on next attack roll} \ hline
                  textit{TWC: Nails} & text{60} & text{5d8 psychic} & 1.62 & text{Wis} & text{Takes 3 rounds w/- concentration} \ hline
                  end{array}$$




                  • Expected damage assuming the target needs to roll an 13 or better to save (60% success rate) and dividing by 3 for your cantrip because it takes 3 rounds.


                  So, given these comparisons, would you chose this cantrip? By the way, this is at levels 1-4 - the spell only gets worse after than in comparison.



                  Use one of these as a model



                  Make it the same as Sacred Flame only with psychic damage and your flavour text.



                  Or reduce the range and do more damage like Poison Spray or reduce the damage and allow it to affect more people like Acid Splash or reduce the damage and give it an effect like Vicious Mockery.



                  Whatever you do, you need to drop the multi-round nature of the effect - that's not how cantrips work.






                  share|improve this answer

























                    up vote
                    3
                    down vote










                    up vote
                    3
                    down vote









                    Probability



                    Your proposed mechanism requires 3 consecutive failed saves starting with the first. As such, the 1 minute duration is irrelevant - it will all be over in at most 3 rounds.



                    D&D aims to have a "hit rate" (including failed saving throws) of about 60%. assuming that your target has this chance of failing their saving throw, chaining 3 of these together gives a 21.6% success rate.



                    In addition, you are proposing that this requires concentration. So, unlike every other damaging cantrip it is not certain that it will "go off" and it means you can't be concentrating on anything else.



                    Damaging cantrips



                    Damaging cantrips are for a spellcaster what making an attack is for a martial class - the default action to take when you have no better options. Specifically:




                    • They don't use up resources (e.g. spell slots)

                    • They use up 1 action

                    • They are all or nothing in terms of damage

                    • They scale with character level, either by increasing in damage or adding additional targets


                    Saving throw cantrips



                    There are 4 cantrips in the PHB that have a saving throw:



                    $$begin{array}{|c|c|c|c|c|c|}
                    hline
                    textbf{Spell}& textbf{Range} & textbf{Damage} & textbf{Expected*} & textbf{Save} &textbf{Extra} \ hline
                    textit{Acid Splash} & text{60} & text{1d6 acid} & 2.1text{ or }4.2 & text{Dex} & text{Up to 2 targets within 5 feet} \ hline
                    textit{Poison Spray} & text{10} & text{1d12 poison} & 3.9 & text{Con} & text{} \ hline
                    textit{Sacred Flame} & text{60} & text{1d8 radiant} & 2.7 & text{Dex} & text{} \ hline
                    textit{Vicious Mockery} & text{60} & text{1d4 psychic} & 1.5 & text{Wis} & text{Disadvantage on next attack roll} \ hline
                    textit{TWC: Nails} & text{60} & text{5d8 psychic} & 1.62 & text{Wis} & text{Takes 3 rounds w/- concentration} \ hline
                    end{array}$$




                    • Expected damage assuming the target needs to roll an 13 or better to save (60% success rate) and dividing by 3 for your cantrip because it takes 3 rounds.


                    So, given these comparisons, would you chose this cantrip? By the way, this is at levels 1-4 - the spell only gets worse after than in comparison.



                    Use one of these as a model



                    Make it the same as Sacred Flame only with psychic damage and your flavour text.



                    Or reduce the range and do more damage like Poison Spray or reduce the damage and allow it to affect more people like Acid Splash or reduce the damage and give it an effect like Vicious Mockery.



                    Whatever you do, you need to drop the multi-round nature of the effect - that's not how cantrips work.






                    share|improve this answer














                    Probability



                    Your proposed mechanism requires 3 consecutive failed saves starting with the first. As such, the 1 minute duration is irrelevant - it will all be over in at most 3 rounds.



                    D&D aims to have a "hit rate" (including failed saving throws) of about 60%. assuming that your target has this chance of failing their saving throw, chaining 3 of these together gives a 21.6% success rate.



                    In addition, you are proposing that this requires concentration. So, unlike every other damaging cantrip it is not certain that it will "go off" and it means you can't be concentrating on anything else.



                    Damaging cantrips



                    Damaging cantrips are for a spellcaster what making an attack is for a martial class - the default action to take when you have no better options. Specifically:




                    • They don't use up resources (e.g. spell slots)

                    • They use up 1 action

                    • They are all or nothing in terms of damage

                    • They scale with character level, either by increasing in damage or adding additional targets


                    Saving throw cantrips



                    There are 4 cantrips in the PHB that have a saving throw:



                    $$begin{array}{|c|c|c|c|c|c|}
                    hline
                    textbf{Spell}& textbf{Range} & textbf{Damage} & textbf{Expected*} & textbf{Save} &textbf{Extra} \ hline
                    textit{Acid Splash} & text{60} & text{1d6 acid} & 2.1text{ or }4.2 & text{Dex} & text{Up to 2 targets within 5 feet} \ hline
                    textit{Poison Spray} & text{10} & text{1d12 poison} & 3.9 & text{Con} & text{} \ hline
                    textit{Sacred Flame} & text{60} & text{1d8 radiant} & 2.7 & text{Dex} & text{} \ hline
                    textit{Vicious Mockery} & text{60} & text{1d4 psychic} & 1.5 & text{Wis} & text{Disadvantage on next attack roll} \ hline
                    textit{TWC: Nails} & text{60} & text{5d8 psychic} & 1.62 & text{Wis} & text{Takes 3 rounds w/- concentration} \ hline
                    end{array}$$




                    • Expected damage assuming the target needs to roll an 13 or better to save (60% success rate) and dividing by 3 for your cantrip because it takes 3 rounds.


                    So, given these comparisons, would you chose this cantrip? By the way, this is at levels 1-4 - the spell only gets worse after than in comparison.



                    Use one of these as a model



                    Make it the same as Sacred Flame only with psychic damage and your flavour text.



                    Or reduce the range and do more damage like Poison Spray or reduce the damage and allow it to affect more people like Acid Splash or reduce the damage and give it an effect like Vicious Mockery.



                    Whatever you do, you need to drop the multi-round nature of the effect - that's not how cantrips work.







                    share|improve this answer














                    share|improve this answer



                    share|improve this answer








                    edited 14 hours ago









                    V2Blast

                    18.1k248114




                    18.1k248114










                    answered 14 hours ago









                    Dale M

                    98.6k19251442




                    98.6k19251442






















                        up vote
                        2
                        down vote













                        Way too weak.



                        Most foes will be dead before it does anything. And even if the target fails every save, it is 3 actions for 22.5 damage or 7.5 damage/action.



                        Unlike most attacks, you have to hit 3 times for it to do anything.



                        If the foe fails 60% of the time that is a 21.6% chance it does anything. If they fail 80% of the time, your chance of it doing damage is about 50-50. This is horrible.



                        3 turn delay, horrible accuracy, mediocre effect, bad scaling.




                        Three-Word Curse: Nails



                        Enchantment cantrip



                        Casting Time: 1 action



                        Range: 60 feet



                        Components: V, M (a fragment of ram horn)



                        Duration: Concentration, up to 1 minute



                        You speak a word in a demonic tongue slowly cursing the mind of a creature you can see within range who can hear you. The target creature must make a Wisdom saving throw or suffer the curse of this spell. Creatures under the curse feel nails surrounding their skull in all directions.



                        Whenever a creature fails any saving throw against this spell, they suffer disadvantage on their next attack before the start of your next turn.



                        While a creature is under the effects of this curse, you may spend an action to utter the second or third word of the curse.



                        When the 2nd word is uttered, the creature must make a Wisdom saving throw or suffer 1d8 damage as they feel nails being tapped into their skull on all sides. Passing a save against the 2nd word does not end the spell.



                        After the 3rd word is uttered the curse ends. The target must make a Wisdom save or suffer 4d8 damage and feel nails slam into their skull from all sides.



                        You may only utter the 3rd word after a creature has failed a save against the 2nd word.



                        The spell's damage increases by 1d8 when you reach 5th level, 11th and 17th level. This applies to the damage from both the 2nd and 3rd word.




                        I did a few things.




                        1. I added disadvantage on attacks. Like viscious mockery.


                        2. I moved some damage up to the 2nd curse word.


                        3. I doubled the rate of damage scaling (by having it apply twice).


                        4. You can now utter the first word of the curse and hold it in reserve with concentration.


                        5. Succeeding in a save against the 2nd word doesn't remove the curse. The caster can try again and again until it takes hold.



                        The curse now has an effect right away (disadvantage). If you hit "twice" you get damage similar to Viscious Mockery, and 3 times to deal decent damage.



                        Ignoring concentration, this ability is now stronger than Viscious Mockery. Add in concentration and it looks more reasonable.






                        share|improve this answer



























                          up vote
                          2
                          down vote













                          Way too weak.



                          Most foes will be dead before it does anything. And even if the target fails every save, it is 3 actions for 22.5 damage or 7.5 damage/action.



                          Unlike most attacks, you have to hit 3 times for it to do anything.



                          If the foe fails 60% of the time that is a 21.6% chance it does anything. If they fail 80% of the time, your chance of it doing damage is about 50-50. This is horrible.



                          3 turn delay, horrible accuracy, mediocre effect, bad scaling.




                          Three-Word Curse: Nails



                          Enchantment cantrip



                          Casting Time: 1 action



                          Range: 60 feet



                          Components: V, M (a fragment of ram horn)



                          Duration: Concentration, up to 1 minute



                          You speak a word in a demonic tongue slowly cursing the mind of a creature you can see within range who can hear you. The target creature must make a Wisdom saving throw or suffer the curse of this spell. Creatures under the curse feel nails surrounding their skull in all directions.



                          Whenever a creature fails any saving throw against this spell, they suffer disadvantage on their next attack before the start of your next turn.



                          While a creature is under the effects of this curse, you may spend an action to utter the second or third word of the curse.



                          When the 2nd word is uttered, the creature must make a Wisdom saving throw or suffer 1d8 damage as they feel nails being tapped into their skull on all sides. Passing a save against the 2nd word does not end the spell.



                          After the 3rd word is uttered the curse ends. The target must make a Wisdom save or suffer 4d8 damage and feel nails slam into their skull from all sides.



                          You may only utter the 3rd word after a creature has failed a save against the 2nd word.



                          The spell's damage increases by 1d8 when you reach 5th level, 11th and 17th level. This applies to the damage from both the 2nd and 3rd word.




                          I did a few things.




                          1. I added disadvantage on attacks. Like viscious mockery.


                          2. I moved some damage up to the 2nd curse word.


                          3. I doubled the rate of damage scaling (by having it apply twice).


                          4. You can now utter the first word of the curse and hold it in reserve with concentration.


                          5. Succeeding in a save against the 2nd word doesn't remove the curse. The caster can try again and again until it takes hold.



                          The curse now has an effect right away (disadvantage). If you hit "twice" you get damage similar to Viscious Mockery, and 3 times to deal decent damage.



                          Ignoring concentration, this ability is now stronger than Viscious Mockery. Add in concentration and it looks more reasonable.






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                            up vote
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                            up vote
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                            Way too weak.



                            Most foes will be dead before it does anything. And even if the target fails every save, it is 3 actions for 22.5 damage or 7.5 damage/action.



                            Unlike most attacks, you have to hit 3 times for it to do anything.



                            If the foe fails 60% of the time that is a 21.6% chance it does anything. If they fail 80% of the time, your chance of it doing damage is about 50-50. This is horrible.



                            3 turn delay, horrible accuracy, mediocre effect, bad scaling.




                            Three-Word Curse: Nails



                            Enchantment cantrip



                            Casting Time: 1 action



                            Range: 60 feet



                            Components: V, M (a fragment of ram horn)



                            Duration: Concentration, up to 1 minute



                            You speak a word in a demonic tongue slowly cursing the mind of a creature you can see within range who can hear you. The target creature must make a Wisdom saving throw or suffer the curse of this spell. Creatures under the curse feel nails surrounding their skull in all directions.



                            Whenever a creature fails any saving throw against this spell, they suffer disadvantage on their next attack before the start of your next turn.



                            While a creature is under the effects of this curse, you may spend an action to utter the second or third word of the curse.



                            When the 2nd word is uttered, the creature must make a Wisdom saving throw or suffer 1d8 damage as they feel nails being tapped into their skull on all sides. Passing a save against the 2nd word does not end the spell.



                            After the 3rd word is uttered the curse ends. The target must make a Wisdom save or suffer 4d8 damage and feel nails slam into their skull from all sides.



                            You may only utter the 3rd word after a creature has failed a save against the 2nd word.



                            The spell's damage increases by 1d8 when you reach 5th level, 11th and 17th level. This applies to the damage from both the 2nd and 3rd word.




                            I did a few things.




                            1. I added disadvantage on attacks. Like viscious mockery.


                            2. I moved some damage up to the 2nd curse word.


                            3. I doubled the rate of damage scaling (by having it apply twice).


                            4. You can now utter the first word of the curse and hold it in reserve with concentration.


                            5. Succeeding in a save against the 2nd word doesn't remove the curse. The caster can try again and again until it takes hold.



                            The curse now has an effect right away (disadvantage). If you hit "twice" you get damage similar to Viscious Mockery, and 3 times to deal decent damage.



                            Ignoring concentration, this ability is now stronger than Viscious Mockery. Add in concentration and it looks more reasonable.






                            share|improve this answer














                            Way too weak.



                            Most foes will be dead before it does anything. And even if the target fails every save, it is 3 actions for 22.5 damage or 7.5 damage/action.



                            Unlike most attacks, you have to hit 3 times for it to do anything.



                            If the foe fails 60% of the time that is a 21.6% chance it does anything. If they fail 80% of the time, your chance of it doing damage is about 50-50. This is horrible.



                            3 turn delay, horrible accuracy, mediocre effect, bad scaling.




                            Three-Word Curse: Nails



                            Enchantment cantrip



                            Casting Time: 1 action



                            Range: 60 feet



                            Components: V, M (a fragment of ram horn)



                            Duration: Concentration, up to 1 minute



                            You speak a word in a demonic tongue slowly cursing the mind of a creature you can see within range who can hear you. The target creature must make a Wisdom saving throw or suffer the curse of this spell. Creatures under the curse feel nails surrounding their skull in all directions.



                            Whenever a creature fails any saving throw against this spell, they suffer disadvantage on their next attack before the start of your next turn.



                            While a creature is under the effects of this curse, you may spend an action to utter the second or third word of the curse.



                            When the 2nd word is uttered, the creature must make a Wisdom saving throw or suffer 1d8 damage as they feel nails being tapped into their skull on all sides. Passing a save against the 2nd word does not end the spell.



                            After the 3rd word is uttered the curse ends. The target must make a Wisdom save or suffer 4d8 damage and feel nails slam into their skull from all sides.



                            You may only utter the 3rd word after a creature has failed a save against the 2nd word.



                            The spell's damage increases by 1d8 when you reach 5th level, 11th and 17th level. This applies to the damage from both the 2nd and 3rd word.




                            I did a few things.




                            1. I added disadvantage on attacks. Like viscious mockery.


                            2. I moved some damage up to the 2nd curse word.


                            3. I doubled the rate of damage scaling (by having it apply twice).


                            4. You can now utter the first word of the curse and hold it in reserve with concentration.


                            5. Succeeding in a save against the 2nd word doesn't remove the curse. The caster can try again and again until it takes hold.



                            The curse now has an effect right away (disadvantage). If you hit "twice" you get damage similar to Viscious Mockery, and 3 times to deal decent damage.



                            Ignoring concentration, this ability is now stronger than Viscious Mockery. Add in concentration and it looks more reasonable.







                            share|improve this answer














                            share|improve this answer



                            share|improve this answer








                            edited 11 mins ago









                            KorvinStarmast

                            70.9k17224390




                            70.9k17224390










                            answered 1 hour ago









                            Yakk

                            6,3601038




                            6,3601038






















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