I’ve been on an acid kick lately. How about a new version of fireball mixed with acid arrow?
Caustic Pop
3rd-level conjuration
Casting Time: 1 action Range: 150 feet Components: V, S, M (a ball of slug slime) Duration: Instantaneous
With a flick of the wrist you throw a blob of acid toward a target within range. Make a ranged spell attack against the target. On a hit, the target takes 4d6 acid damage, and all each creature in a 20-foot-radius sphere centered on the first target must make a Dexterity saving throw. A target takes 4d6 acid damage on a failed save. All targets damaged by this spell are covered in acid and must make a Dexterity saving throw at the start of their turns or take 4d6 acid damage each round until they succeed on a saving throw at the start of their turns to removed the acid and end the effect or remove the acid as an action. If the initial ranged spell attack misses, there are no additional effects.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.
Disrupt Balance , Level 1 wizard CT Special R 30 feet D 2 rd./ lvl. SV constitution negates SR yes Comp V, S When the caster points at a living creature in range, the subtle balances that maintain it are disrupted. The creature begins to melt from the inside out taking 1d2 +1 HP per level of the caster acid damage. At the start of the creatures turn, it makes another saving throw, if it fails the spell continues and it takes damage again.
You alter the subtle balances the keep the creature moving causing chaos in essence of the target. Choose a creature in range to makes a Constitution saving throw. On a failure the creature takes 1d6 acid damage. At the start of the creatures next turn, it must succeed at another Constitution saving throw or take the same damage again.
This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Thoughts? Does the second saving throw prevent the damage from being too high for a cantrip?
Basics– SOMETHING TOUCHED MY LEG! Your band of rag tag….honestly level zero losers has to survive a ship flooding but wait! There is a mysterious island on the horizon. What could be there? Time for another level zero funnel! No spoilers for the fun secrets of why the ship sank or what’s to be found on the island in this review.
Mechanics or Crunch-I love the crunch of the DCC level zero. Lots of death whittles characters away until you get a character with its mettle tested. This adventure is no exception as characters die on ship, in the water, and on the mysterious island. Not only that; there is a ton of new content, from crazy weapons to new toys for the players and Judge. This adventure has a ton of new material that any DCC fan will love. 5/5
Theme or Fluff-This story is a fun one, but has a bit of trouble with the final touchdown. The story is great up to the point of why you explore the island. The basics are to get off the ship and survive. From there the adventure is basically up to the GM. The players are not given a goal aside from what the Judge gives them. The adventure gives you tools to make it happen, but it’s up to you. The judge given free reign isn’t bad, but I would like a bit more direction for the judge. 4.5/5
Execution– PDF? YEP! Hyperlinked? Yes! This is solidly DCC. The art, the layout, and the text are all great DCC standards. This is exactly what I want from a DCC module. My one complaint is I wish this would be the retail price. I did the kickstarter for $10 which came with the extra materials. This doesn’t come with the extra stuff, so the price is a tad high for what you get. Overall, a solidly produced adventure for DCC RPG. 4.5/5
Summary-Yar! Time for a funnel at sea! I like this funnel. There are never enough funnels, so more is always better. This stands out by providing a lot of fun toys for the Judge and players to have after the adventure as well as a fun location to play in. It’s a bit pricey for what you get and it is a tad open ended without a clear goal for me, but those small things aside, it’s a great adventure. If you need a funnel that your players have not seen, this is a solid new adventure they will enjoy. 93%
Been running through different systems, so why not take an idea from one to another?
DISRUPT BALANCE CANTRIP 1
Acid Cantrip Transmutation
Traditions arcane, primal
Cast [two-actions] somatic, verbal
Saving Throw Fortitude
Range 30 feet; Targets 1 creature
You subtly change the chemistry of a creature altering the small balances they keep them working dealing 1d4 acid damage this turn and the same damage the next turn. If the creature critically fails the save, it is also dealt the acid damage for a third turn.
Heightened (3rd) The damage increases to 1d4+ your spellcasting ability modifier.
Heightened (5th) The initial damage increases to 2d4 + your spellcasting ability modifier.
Heightened (7th) The initial damage increases to 3d4 + your spellcasting ability modifier.
Heightened (9th) The initial damage increases to 4d4 + your spellcasting ability modifier.
Disrupt Balance RANGE TYPE DURATION DV DAMAGE LOS M I 5 SPECIAL Life is balance, and with just a simple push you can destroy it plunging a creature’s internal chemistry into chaos. Roll Sorcery + Magic vs. Willpower +Body. The target takes chemical elemental damage required to the net hits and has its body is reduced by half the net hits. This counts as a corroded for effects that remove damage and effects and a target will only have its body reduced by the arrest effect of disrupt balance, not the cumulativeeffect of multiple castings. This damage to body is repaired normally over time or via magic.