Detect Threat Homebrew Spell (Help!)
Hello all, so I've been thinking about a homebrew spell for my games, because I feel like I want to give the players a tool to really help them avoid unwinnable situations. This is the entire point of the spell.
The reason I really want this is because I want the world to be realistic, in the sense that it will be filled with monsters and it doesn't care what level the party is. The world is the way it is and the party has to navigate that. But honestly, the beginner's Lost Mines of Phandelver adventure apparently has a ton of TPK situations if the DM doesn't pull punches, so it would be useful there too.
I've been discussing it with one of my players already but there's a lot to consider and it's getting quite complicated so now I'm here.
Right, so the one part I know for sure is it'll be a Divination Cantrip, which can be upcast for greater effects.
As a cantrip, it simply identifies a monster/group of monsters you can see, and tells you how big of a threat the situation is. This considers all factors, like how alert the monsters are, the terrain, fortifications, the party's strength, etc.
Very limited as it can only be used on what you can see, but hey if you have 6 seconds you can quickly gauge if something is too much to handle.
Upcasting it is where things get interesting and where all the questions are raised.
It will gain a range, that works through all walls/obstacles/terrain.
Now there's 3 additional possible effects to consider. Which ones to use and in what combination, and to what degree, are why this is so complicated.
1. You could sense the direction of the threats.
2. You could sense the (very rough!) distance of the threats. Like whether they're in the same dungeon as you or half a mile away.
3. There could be a duration, requiring concentration of course.
Higher levels of upcast could:
*Increase the range
*Increase the duration
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Alright, so that's the gist of it. Now to break down what I'm thinking about some of these options and the spell as a whole.
The big question ultimately I suppose is how effective should the spell be? Obviously that is up to me but I'm seeking to make something balanced and thus am looking for outside opinions.
The biggest thing I consider is that it uses a spell slot, and that means a whole heck of a lot. That's a spell slot that you can't use in the combat. This spell doesn't actually do anything to help get anything done, whether that's combat or utility. Don't get me wrong, obviously staying alive via avoiding danger is incredibly helpful, and that is the entire reason I'm making this spell. But when you use the spell you do effectively weaken yourself. This is why I think the spell should be quite good at what it does.
But I still want to avoid making it just busted and way too good.
So the first consideration is sensing the direction. This was part of my initial idea for the spell and pretty critical to its purpose. Knowing which direction the bad threat is lets you know which direction to run. However, if certain other parts of the spell behave differently, then maybe direction won't be needed. And this would avoid some other potential problems, if they can't sense direction.
If they can sense the distance at all, then it should be extremely rough, so they don't just know exactly where all the threats are. That's the line I'm trying to avoid, where I think the spell gets just a little too strong. My thought is if they can't sense direction at all, and the range is super big, then they wouldn't know if a threat is 100 feet away or a mile away. It would actually make a huge range more of a hindrance than anything. And figuring out the exact ranges each level of the spell should be is quite complicated...
Duration. So first it should be mentioned that even without any duration, if they can sense direction, then they could use the spell multiple times to triangulate threats. While this is a possibility, I don't think it's a big deal, because you're using MULTIPLE spell slots to pull it off, and as mentioned earlier, this just weakens you for the actual combat... So if they really want to, then fine. But, if the spell has any sort of duration, and they're able to sense direction, then that would let them pretty easily triangulate where the threats are. So I'm thinking of perhaps an entirely different version of the spell which has a duration, and a low-medium range (with extremely rough distance detection as mentioned), but can't actually sense direction, to avoid the triangulation problem entirely...
Because if it doesn't have a duration, then the spell just gives you a single quick flash of nearby threats. Which makes me feel like it should have quite a generous range.
So let me list some combinations I'm considering...
1. Good duration, with short-medium range (120 feet+?) and no direction sensing. No distance sensing.
2. No duration, with pretty good range and direction sensing. Rough distance sensing.
That's kinda it right now I guess.
So yeah! Help me sort this out, thanks!