What spell level should this homebrew After-Image spell be? The 2019 Stack Overflow Developer Survey Results Are In Announcing the arrival of Valued Associate #679: Cesar Manara Planned maintenance scheduled April 17/18, 2019 at 00:00UTC (8:00pm US/Eastern)Would this Conjure Dragons spell be too powerful?Can a wizard cast Shield using a higher level spell slot?Is there a mistake in the shadow illusions example?Stampede: How does this custom spell compare to Cloudkill, another 5th level spell?How should this homebrew class be rebalanced?Is this homebrew Dartmaster class balanced compared to the other PHB classes?Is my nerfed version of the Healing Spirit spell in line with the relative power level of other sources of healing?Is this homebrew Elementalist Fighter class balanced?Is this Spell Mimic feat balanced?Is this Silencer homebrew ranger archetype balanced against the other ranger archetypes?

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What spell level should this homebrew After-Image spell be?



The 2019 Stack Overflow Developer Survey Results Are In
Announcing the arrival of Valued Associate #679: Cesar Manara
Planned maintenance scheduled April 17/18, 2019 at 00:00UTC (8:00pm US/Eastern)Would this Conjure Dragons spell be too powerful?Can a wizard cast Shield using a higher level spell slot?Is there a mistake in the shadow illusions example?Stampede: How does this custom spell compare to Cloudkill, another 5th level spell?How should this homebrew class be rebalanced?Is this homebrew Dartmaster class balanced compared to the other PHB classes?Is my nerfed version of the Healing Spirit spell in line with the relative power level of other sources of healing?Is this homebrew Elementalist Fighter class balanced?Is this Spell Mimic feat balanced?Is this Silencer homebrew ranger archetype balanced against the other ranger archetypes?



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6












$begingroup$


I came up with a cool spell idea, but I'm unsure of what level it should be. Here's the spell:




After-Image



4th-level conjuration



Casting Time: 1 reaction, which you take when you would be hit by an attack



Range: Self



Components: V, S



Duration: Instantaneous



When you are the target of an attack roll that would hit you, this spell allows you to instead appear 5 feet away from where you were initially standing, causing the attack to pass through your after-image and deal no damage to you. This spell can only protect you from one attack, and cannot affect critical hits.



If you would need to move more than 5 feet to avoid the attack, you move the minimum distance needed to avoid the attack.




I would imagine that 4th level is high enough, but since this is a guaranteed dodge of one attack at the cost of your reaction, I'm not entirely sure. Can anyone produce a similar spell that suggests a level for this spell, or a good argument for a certain level for this spell?










share|improve this question











$endgroup$







  • 1




    $begingroup$
    I've changed the wording slightly to be consistent with other reaction spells. Also, the intent for the spell to let you move out of the creature's reach to avoid it? Because otherwise any movement at all would theoretically be enough to avoid the attack (there is no single attack that targets an area, as far as I'm aware - only a creature). ...Also, the initial wording doesn't imply any movement at all - it just says the afterimage appears somewhere different from where you actually are - so it's not clear what the second paragraph is saying.
    $endgroup$
    – V2Blast
    Apr 10 at 3:17











  • $begingroup$
    @V2Blast I think you can use the same reaction trigger wording as Shield (minus the part about Magic Missile): "1 reaction, which you take when you are hit by an attack".
    $endgroup$
    – Ryan Thompson
    Apr 10 at 4:56











  • $begingroup$
    out of curiosity, what classes is this spell intended for?
    $endgroup$
    – tox123
    Apr 11 at 2:59










  • $begingroup$
    I'm making a homebrew magic swordsmen-like class, and I thought this would make sense for a melee combat heavy caster.
    $endgroup$
    – aletteroradigit
    2 days ago

















6












$begingroup$


I came up with a cool spell idea, but I'm unsure of what level it should be. Here's the spell:




After-Image



4th-level conjuration



Casting Time: 1 reaction, which you take when you would be hit by an attack



Range: Self



Components: V, S



Duration: Instantaneous



When you are the target of an attack roll that would hit you, this spell allows you to instead appear 5 feet away from where you were initially standing, causing the attack to pass through your after-image and deal no damage to you. This spell can only protect you from one attack, and cannot affect critical hits.



If you would need to move more than 5 feet to avoid the attack, you move the minimum distance needed to avoid the attack.




I would imagine that 4th level is high enough, but since this is a guaranteed dodge of one attack at the cost of your reaction, I'm not entirely sure. Can anyone produce a similar spell that suggests a level for this spell, or a good argument for a certain level for this spell?










share|improve this question











$endgroup$







  • 1




    $begingroup$
    I've changed the wording slightly to be consistent with other reaction spells. Also, the intent for the spell to let you move out of the creature's reach to avoid it? Because otherwise any movement at all would theoretically be enough to avoid the attack (there is no single attack that targets an area, as far as I'm aware - only a creature). ...Also, the initial wording doesn't imply any movement at all - it just says the afterimage appears somewhere different from where you actually are - so it's not clear what the second paragraph is saying.
    $endgroup$
    – V2Blast
    Apr 10 at 3:17











  • $begingroup$
    @V2Blast I think you can use the same reaction trigger wording as Shield (minus the part about Magic Missile): "1 reaction, which you take when you are hit by an attack".
    $endgroup$
    – Ryan Thompson
    Apr 10 at 4:56











  • $begingroup$
    out of curiosity, what classes is this spell intended for?
    $endgroup$
    – tox123
    Apr 11 at 2:59










  • $begingroup$
    I'm making a homebrew magic swordsmen-like class, and I thought this would make sense for a melee combat heavy caster.
    $endgroup$
    – aletteroradigit
    2 days ago













6












6








6





$begingroup$


I came up with a cool spell idea, but I'm unsure of what level it should be. Here's the spell:




After-Image



4th-level conjuration



Casting Time: 1 reaction, which you take when you would be hit by an attack



Range: Self



Components: V, S



Duration: Instantaneous



When you are the target of an attack roll that would hit you, this spell allows you to instead appear 5 feet away from where you were initially standing, causing the attack to pass through your after-image and deal no damage to you. This spell can only protect you from one attack, and cannot affect critical hits.



If you would need to move more than 5 feet to avoid the attack, you move the minimum distance needed to avoid the attack.




I would imagine that 4th level is high enough, but since this is a guaranteed dodge of one attack at the cost of your reaction, I'm not entirely sure. Can anyone produce a similar spell that suggests a level for this spell, or a good argument for a certain level for this spell?










share|improve this question











$endgroup$




I came up with a cool spell idea, but I'm unsure of what level it should be. Here's the spell:




After-Image



4th-level conjuration



Casting Time: 1 reaction, which you take when you would be hit by an attack



Range: Self



Components: V, S



Duration: Instantaneous



When you are the target of an attack roll that would hit you, this spell allows you to instead appear 5 feet away from where you were initially standing, causing the attack to pass through your after-image and deal no damage to you. This spell can only protect you from one attack, and cannot affect critical hits.



If you would need to move more than 5 feet to avoid the attack, you move the minimum distance needed to avoid the attack.




I would imagine that 4th level is high enough, but since this is a guaranteed dodge of one attack at the cost of your reaction, I'm not entirely sure. Can anyone produce a similar spell that suggests a level for this spell, or a good argument for a certain level for this spell?







dnd-5e spells homebrew balance






share|improve this question















share|improve this question













share|improve this question




share|improve this question








edited Apr 10 at 3:16









V2Blast

26.9k594164




26.9k594164










asked Apr 10 at 1:55









aletteroradigitaletteroradigit

956




956







  • 1




    $begingroup$
    I've changed the wording slightly to be consistent with other reaction spells. Also, the intent for the spell to let you move out of the creature's reach to avoid it? Because otherwise any movement at all would theoretically be enough to avoid the attack (there is no single attack that targets an area, as far as I'm aware - only a creature). ...Also, the initial wording doesn't imply any movement at all - it just says the afterimage appears somewhere different from where you actually are - so it's not clear what the second paragraph is saying.
    $endgroup$
    – V2Blast
    Apr 10 at 3:17











  • $begingroup$
    @V2Blast I think you can use the same reaction trigger wording as Shield (minus the part about Magic Missile): "1 reaction, which you take when you are hit by an attack".
    $endgroup$
    – Ryan Thompson
    Apr 10 at 4:56











  • $begingroup$
    out of curiosity, what classes is this spell intended for?
    $endgroup$
    – tox123
    Apr 11 at 2:59










  • $begingroup$
    I'm making a homebrew magic swordsmen-like class, and I thought this would make sense for a melee combat heavy caster.
    $endgroup$
    – aletteroradigit
    2 days ago












  • 1




    $begingroup$
    I've changed the wording slightly to be consistent with other reaction spells. Also, the intent for the spell to let you move out of the creature's reach to avoid it? Because otherwise any movement at all would theoretically be enough to avoid the attack (there is no single attack that targets an area, as far as I'm aware - only a creature). ...Also, the initial wording doesn't imply any movement at all - it just says the afterimage appears somewhere different from where you actually are - so it's not clear what the second paragraph is saying.
    $endgroup$
    – V2Blast
    Apr 10 at 3:17











  • $begingroup$
    @V2Blast I think you can use the same reaction trigger wording as Shield (minus the part about Magic Missile): "1 reaction, which you take when you are hit by an attack".
    $endgroup$
    – Ryan Thompson
    Apr 10 at 4:56











  • $begingroup$
    out of curiosity, what classes is this spell intended for?
    $endgroup$
    – tox123
    Apr 11 at 2:59










  • $begingroup$
    I'm making a homebrew magic swordsmen-like class, and I thought this would make sense for a melee combat heavy caster.
    $endgroup$
    – aletteroradigit
    2 days ago







1




1




$begingroup$
I've changed the wording slightly to be consistent with other reaction spells. Also, the intent for the spell to let you move out of the creature's reach to avoid it? Because otherwise any movement at all would theoretically be enough to avoid the attack (there is no single attack that targets an area, as far as I'm aware - only a creature). ...Also, the initial wording doesn't imply any movement at all - it just says the afterimage appears somewhere different from where you actually are - so it's not clear what the second paragraph is saying.
$endgroup$
– V2Blast
Apr 10 at 3:17





$begingroup$
I've changed the wording slightly to be consistent with other reaction spells. Also, the intent for the spell to let you move out of the creature's reach to avoid it? Because otherwise any movement at all would theoretically be enough to avoid the attack (there is no single attack that targets an area, as far as I'm aware - only a creature). ...Also, the initial wording doesn't imply any movement at all - it just says the afterimage appears somewhere different from where you actually are - so it's not clear what the second paragraph is saying.
$endgroup$
– V2Blast
Apr 10 at 3:17













$begingroup$
@V2Blast I think you can use the same reaction trigger wording as Shield (minus the part about Magic Missile): "1 reaction, which you take when you are hit by an attack".
$endgroup$
– Ryan Thompson
Apr 10 at 4:56





$begingroup$
@V2Blast I think you can use the same reaction trigger wording as Shield (minus the part about Magic Missile): "1 reaction, which you take when you are hit by an attack".
$endgroup$
– Ryan Thompson
Apr 10 at 4:56













$begingroup$
out of curiosity, what classes is this spell intended for?
$endgroup$
– tox123
Apr 11 at 2:59




$begingroup$
out of curiosity, what classes is this spell intended for?
$endgroup$
– tox123
Apr 11 at 2:59












$begingroup$
I'm making a homebrew magic swordsmen-like class, and I thought this would make sense for a melee combat heavy caster.
$endgroup$
– aletteroradigit
2 days ago




$begingroup$
I'm making a homebrew magic swordsmen-like class, and I thought this would make sense for a melee combat heavy caster.
$endgroup$
– aletteroradigit
2 days ago










2 Answers
2






active

oldest

votes


















16












$begingroup$

Making it 5th level closely replicates the power level of an existing class feature



At 10th level (character level, not spell level), wizards of the School of Illusion get the Illusory Self ability, which is nearly identical to your spell:




Beginning at 10th level, you can create an illusory duplicate of yourself as an instant, almost instinctual reaction to danger. When a creature makes an attack roll against you, you can use your reaction to interpose the illusory duplicate between the attacker and yourself. The attack automatically misses you, then the illusion dissipates.



Once you use this feature, you can’t use it again until you finish a short or long rest.




They can do this at most once per battle, and on average 3 times a day (assuming the "standard" adventuring day with 2 short rests). If you want to put your spell on a roughly equal power level to the very similar Illusory Self feature, make it a 5th level spell. This allows a 10th-level spellcaster to use it twice a day (plus a third use for a wizard, using Arcane Recovery). Making it a spell rather than a limited-use class feature means that a character will gain more potential uses of it as they level up and gain more higher level slots. However, this shouldn't be a major problem in practice, since using higher level slots on this spell will feel like a waste to most players, considering the other uses those slots can be put towards.



If you create this spell, you should be aware that you are "stepping on the toes" of the Illusion wizard. Class features are meant to give an unique flavor to the class, and they can feel a lot less special when they can easily be duplicated by a spell, especially if the spell was available first. Of course, this is only an issue if you have an Illusion wizard in your campaign, or might possibly have one in the future.



Teleporting even a small distance is a minor additional benefit



Note that the Illusory Self ability doesn't allow the wizard to move. It just forces the attack to miss. Adding in the very short range teleport has important implications, because it takes the caster safely out of the attacker's melee range. If the attacker used all their movement to reach the caster, then the caster can run away without disengaging on their next turn. Furthermore, if the attacker has no more movement and the caster uses this on the first attack, any additional attacks the attacker could have made are wasted, or must be redirected against other targets instead. This makes your spell a bit more powerful than the Illusory Self feature. This extra power may be justified by the need to use a high level spell slot, which has an opportunity cost, unlike the class feature, whose only opportunity cost is the character's reaction for the turn.






share|improve this answer











$endgroup$












  • $begingroup$
    To the teleporting thing: I think that's balenced off with the Homebrew a) allowing you to get other negative effects (it just says "deals no damage to you" and also doesn't work on criticals
    $endgroup$
    – Hobbamok
    Apr 10 at 8:28










  • $begingroup$
    @Hobbamok Based on the description of how the spell works, I'm pretty sure the intent is to cause the attack to miss, not just prevent the attack's damage.
    $endgroup$
    – Ryan Thompson
    Apr 10 at 22:10


















2












$begingroup$

4th-level is, in my opinion, pretty adequate, assuming you get rid of the teleportation.



As Ryan Thompson states in his answer, the 10th-level illusion wizard's feature is ideal for comparison with your spell.



However, there are numerous other features that let you impose disadvantage on an attack roll, increase your AC, or reduce the attacker's roll.



For example:



  • Shield, 1st-level spell: +5 to AC, not only against one attack, but against all attacks until the start of your next turn.

  • 3rd level Lore Bard's Cutting words: subtract 1 inspiration die from one attack roll

  • 3rd level Valor Bard's Combat Inspiration: add inspiration die to AC for one attack roll against you

  • 1st-level Light Cleric's Warding Flare: impose disadvantage on one attack roll against you

  • Protection Fighting Style: impose disadvantage on an attack roll against a creature (not you) within 5 feet of you

  • Battle Master's Parry: reduce roll by superiority die + DEX

  • 5th-level Rogue's Uncanny Dodge: reduce damage by half if hit

  • 6th-level Wild Magic Sorcerer's Bend Luck: subtract 1d4 from attack roll (the feature can do other things as well, though)

  • 6th-level Archfey Warlock's Misty Escape: teleport & invisible after you take damage

  • 6th-level Great Old One Warlock's Entropic Ward: impose disadvantage on one attack, and if it misses, your next attack has advantage

  • 6th-level Enchantment Wizard's Instinctive Charm: redirects! an attack, so that the attacker might even hit his colleagues

  • Defensive Duelist feat: add prof bonus to AC against 1 attack

Clearly, a 100% guaranteed miss is stronger than imposing disadvantage or subtracting a number from the attack roll / adding it to your AC.



However, many of these features (most of them, actually) are available waaay earlier than 4th level spell slots. Furthermore, class features are rarely as strong as the highest level spells available on that level - for instance, take the Shield spell, which increases your AC by 5, and is a 1st level spell. Bards can only do this by level 3, and even at level 5 their average Cutting Words reduction is only 4.5 (5.5 at level 10).

Therefore, concluding from a similar class level 10 class feature that the spell would have to be 5th level is not a valid conclusion.



I believe that, for a guaranteed miss, 4th level is definitely adequate. For comparison, a 4th-level Cure Wounds will heal you by 4d8 + spellcasting modifier, which is more than most enemies deal in a single attack (at least at the level where you gain 4th-level slots).

However, Ryan Thompson is correct in stating that the 5 feet teleportation can be pretty strong - situationally, though; in many cases, the enemy will have movement left. If you keep the teleportation, 5th-level might be adequate, although personally, I would probably never use this spell if it were 5th-level, and even if it's 4th-level, I wouldn't use it until I'm higher level and have 5th or even 6th level slots already. Otherwise, there are numerous better things to do with a level 4 slot - something that's not the case with class features.






share|improve this answer









$endgroup$








  • 1




    $begingroup$
    I think this is a good answer as well. My answer errs on the side of caution, since ensuring that the spell won't be more powerful than an existing feature guarantees it won't be overpowered, but it's certainly possible that my logic is too conservative. I don't have a great sense of how to value the opportunity cost of using a spell slot of any given level.
    $endgroup$
    – Ryan Thompson
    Apr 10 at 14:18










  • $begingroup$
    On an unrelated note, it might be important to distinguish between features that you can use after the attack roll to turn a hit into a miss (e.g. Shield) and features that must be used before the roll (e.g. Instinctive Charm).
    $endgroup$
    – Ryan Thompson
    Apr 10 at 14:26











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2 Answers
2






active

oldest

votes








2 Answers
2






active

oldest

votes









active

oldest

votes






active

oldest

votes









16












$begingroup$

Making it 5th level closely replicates the power level of an existing class feature



At 10th level (character level, not spell level), wizards of the School of Illusion get the Illusory Self ability, which is nearly identical to your spell:




Beginning at 10th level, you can create an illusory duplicate of yourself as an instant, almost instinctual reaction to danger. When a creature makes an attack roll against you, you can use your reaction to interpose the illusory duplicate between the attacker and yourself. The attack automatically misses you, then the illusion dissipates.



Once you use this feature, you can’t use it again until you finish a short or long rest.




They can do this at most once per battle, and on average 3 times a day (assuming the "standard" adventuring day with 2 short rests). If you want to put your spell on a roughly equal power level to the very similar Illusory Self feature, make it a 5th level spell. This allows a 10th-level spellcaster to use it twice a day (plus a third use for a wizard, using Arcane Recovery). Making it a spell rather than a limited-use class feature means that a character will gain more potential uses of it as they level up and gain more higher level slots. However, this shouldn't be a major problem in practice, since using higher level slots on this spell will feel like a waste to most players, considering the other uses those slots can be put towards.



If you create this spell, you should be aware that you are "stepping on the toes" of the Illusion wizard. Class features are meant to give an unique flavor to the class, and they can feel a lot less special when they can easily be duplicated by a spell, especially if the spell was available first. Of course, this is only an issue if you have an Illusion wizard in your campaign, or might possibly have one in the future.



Teleporting even a small distance is a minor additional benefit



Note that the Illusory Self ability doesn't allow the wizard to move. It just forces the attack to miss. Adding in the very short range teleport has important implications, because it takes the caster safely out of the attacker's melee range. If the attacker used all their movement to reach the caster, then the caster can run away without disengaging on their next turn. Furthermore, if the attacker has no more movement and the caster uses this on the first attack, any additional attacks the attacker could have made are wasted, or must be redirected against other targets instead. This makes your spell a bit more powerful than the Illusory Self feature. This extra power may be justified by the need to use a high level spell slot, which has an opportunity cost, unlike the class feature, whose only opportunity cost is the character's reaction for the turn.






share|improve this answer











$endgroup$












  • $begingroup$
    To the teleporting thing: I think that's balenced off with the Homebrew a) allowing you to get other negative effects (it just says "deals no damage to you" and also doesn't work on criticals
    $endgroup$
    – Hobbamok
    Apr 10 at 8:28










  • $begingroup$
    @Hobbamok Based on the description of how the spell works, I'm pretty sure the intent is to cause the attack to miss, not just prevent the attack's damage.
    $endgroup$
    – Ryan Thompson
    Apr 10 at 22:10















16












$begingroup$

Making it 5th level closely replicates the power level of an existing class feature



At 10th level (character level, not spell level), wizards of the School of Illusion get the Illusory Self ability, which is nearly identical to your spell:




Beginning at 10th level, you can create an illusory duplicate of yourself as an instant, almost instinctual reaction to danger. When a creature makes an attack roll against you, you can use your reaction to interpose the illusory duplicate between the attacker and yourself. The attack automatically misses you, then the illusion dissipates.



Once you use this feature, you can’t use it again until you finish a short or long rest.




They can do this at most once per battle, and on average 3 times a day (assuming the "standard" adventuring day with 2 short rests). If you want to put your spell on a roughly equal power level to the very similar Illusory Self feature, make it a 5th level spell. This allows a 10th-level spellcaster to use it twice a day (plus a third use for a wizard, using Arcane Recovery). Making it a spell rather than a limited-use class feature means that a character will gain more potential uses of it as they level up and gain more higher level slots. However, this shouldn't be a major problem in practice, since using higher level slots on this spell will feel like a waste to most players, considering the other uses those slots can be put towards.



If you create this spell, you should be aware that you are "stepping on the toes" of the Illusion wizard. Class features are meant to give an unique flavor to the class, and they can feel a lot less special when they can easily be duplicated by a spell, especially if the spell was available first. Of course, this is only an issue if you have an Illusion wizard in your campaign, or might possibly have one in the future.



Teleporting even a small distance is a minor additional benefit



Note that the Illusory Self ability doesn't allow the wizard to move. It just forces the attack to miss. Adding in the very short range teleport has important implications, because it takes the caster safely out of the attacker's melee range. If the attacker used all their movement to reach the caster, then the caster can run away without disengaging on their next turn. Furthermore, if the attacker has no more movement and the caster uses this on the first attack, any additional attacks the attacker could have made are wasted, or must be redirected against other targets instead. This makes your spell a bit more powerful than the Illusory Self feature. This extra power may be justified by the need to use a high level spell slot, which has an opportunity cost, unlike the class feature, whose only opportunity cost is the character's reaction for the turn.






share|improve this answer











$endgroup$












  • $begingroup$
    To the teleporting thing: I think that's balenced off with the Homebrew a) allowing you to get other negative effects (it just says "deals no damage to you" and also doesn't work on criticals
    $endgroup$
    – Hobbamok
    Apr 10 at 8:28










  • $begingroup$
    @Hobbamok Based on the description of how the spell works, I'm pretty sure the intent is to cause the attack to miss, not just prevent the attack's damage.
    $endgroup$
    – Ryan Thompson
    Apr 10 at 22:10













16












16








16





$begingroup$

Making it 5th level closely replicates the power level of an existing class feature



At 10th level (character level, not spell level), wizards of the School of Illusion get the Illusory Self ability, which is nearly identical to your spell:




Beginning at 10th level, you can create an illusory duplicate of yourself as an instant, almost instinctual reaction to danger. When a creature makes an attack roll against you, you can use your reaction to interpose the illusory duplicate between the attacker and yourself. The attack automatically misses you, then the illusion dissipates.



Once you use this feature, you can’t use it again until you finish a short or long rest.




They can do this at most once per battle, and on average 3 times a day (assuming the "standard" adventuring day with 2 short rests). If you want to put your spell on a roughly equal power level to the very similar Illusory Self feature, make it a 5th level spell. This allows a 10th-level spellcaster to use it twice a day (plus a third use for a wizard, using Arcane Recovery). Making it a spell rather than a limited-use class feature means that a character will gain more potential uses of it as they level up and gain more higher level slots. However, this shouldn't be a major problem in practice, since using higher level slots on this spell will feel like a waste to most players, considering the other uses those slots can be put towards.



If you create this spell, you should be aware that you are "stepping on the toes" of the Illusion wizard. Class features are meant to give an unique flavor to the class, and they can feel a lot less special when they can easily be duplicated by a spell, especially if the spell was available first. Of course, this is only an issue if you have an Illusion wizard in your campaign, or might possibly have one in the future.



Teleporting even a small distance is a minor additional benefit



Note that the Illusory Self ability doesn't allow the wizard to move. It just forces the attack to miss. Adding in the very short range teleport has important implications, because it takes the caster safely out of the attacker's melee range. If the attacker used all their movement to reach the caster, then the caster can run away without disengaging on their next turn. Furthermore, if the attacker has no more movement and the caster uses this on the first attack, any additional attacks the attacker could have made are wasted, or must be redirected against other targets instead. This makes your spell a bit more powerful than the Illusory Self feature. This extra power may be justified by the need to use a high level spell slot, which has an opportunity cost, unlike the class feature, whose only opportunity cost is the character's reaction for the turn.






share|improve this answer











$endgroup$



Making it 5th level closely replicates the power level of an existing class feature



At 10th level (character level, not spell level), wizards of the School of Illusion get the Illusory Self ability, which is nearly identical to your spell:




Beginning at 10th level, you can create an illusory duplicate of yourself as an instant, almost instinctual reaction to danger. When a creature makes an attack roll against you, you can use your reaction to interpose the illusory duplicate between the attacker and yourself. The attack automatically misses you, then the illusion dissipates.



Once you use this feature, you can’t use it again until you finish a short or long rest.




They can do this at most once per battle, and on average 3 times a day (assuming the "standard" adventuring day with 2 short rests). If you want to put your spell on a roughly equal power level to the very similar Illusory Self feature, make it a 5th level spell. This allows a 10th-level spellcaster to use it twice a day (plus a third use for a wizard, using Arcane Recovery). Making it a spell rather than a limited-use class feature means that a character will gain more potential uses of it as they level up and gain more higher level slots. However, this shouldn't be a major problem in practice, since using higher level slots on this spell will feel like a waste to most players, considering the other uses those slots can be put towards.



If you create this spell, you should be aware that you are "stepping on the toes" of the Illusion wizard. Class features are meant to give an unique flavor to the class, and they can feel a lot less special when they can easily be duplicated by a spell, especially if the spell was available first. Of course, this is only an issue if you have an Illusion wizard in your campaign, or might possibly have one in the future.



Teleporting even a small distance is a minor additional benefit



Note that the Illusory Self ability doesn't allow the wizard to move. It just forces the attack to miss. Adding in the very short range teleport has important implications, because it takes the caster safely out of the attacker's melee range. If the attacker used all their movement to reach the caster, then the caster can run away without disengaging on their next turn. Furthermore, if the attacker has no more movement and the caster uses this on the first attack, any additional attacks the attacker could have made are wasted, or must be redirected against other targets instead. This makes your spell a bit more powerful than the Illusory Self feature. This extra power may be justified by the need to use a high level spell slot, which has an opportunity cost, unlike the class feature, whose only opportunity cost is the character's reaction for the turn.







share|improve this answer














share|improve this answer



share|improve this answer








edited Apr 10 at 3:58

























answered Apr 10 at 2:15









Ryan ThompsonRyan Thompson

11.7k23988




11.7k23988











  • $begingroup$
    To the teleporting thing: I think that's balenced off with the Homebrew a) allowing you to get other negative effects (it just says "deals no damage to you" and also doesn't work on criticals
    $endgroup$
    – Hobbamok
    Apr 10 at 8:28










  • $begingroup$
    @Hobbamok Based on the description of how the spell works, I'm pretty sure the intent is to cause the attack to miss, not just prevent the attack's damage.
    $endgroup$
    – Ryan Thompson
    Apr 10 at 22:10
















  • $begingroup$
    To the teleporting thing: I think that's balenced off with the Homebrew a) allowing you to get other negative effects (it just says "deals no damage to you" and also doesn't work on criticals
    $endgroup$
    – Hobbamok
    Apr 10 at 8:28










  • $begingroup$
    @Hobbamok Based on the description of how the spell works, I'm pretty sure the intent is to cause the attack to miss, not just prevent the attack's damage.
    $endgroup$
    – Ryan Thompson
    Apr 10 at 22:10















$begingroup$
To the teleporting thing: I think that's balenced off with the Homebrew a) allowing you to get other negative effects (it just says "deals no damage to you" and also doesn't work on criticals
$endgroup$
– Hobbamok
Apr 10 at 8:28




$begingroup$
To the teleporting thing: I think that's balenced off with the Homebrew a) allowing you to get other negative effects (it just says "deals no damage to you" and also doesn't work on criticals
$endgroup$
– Hobbamok
Apr 10 at 8:28












$begingroup$
@Hobbamok Based on the description of how the spell works, I'm pretty sure the intent is to cause the attack to miss, not just prevent the attack's damage.
$endgroup$
– Ryan Thompson
Apr 10 at 22:10




$begingroup$
@Hobbamok Based on the description of how the spell works, I'm pretty sure the intent is to cause the attack to miss, not just prevent the attack's damage.
$endgroup$
– Ryan Thompson
Apr 10 at 22:10













2












$begingroup$

4th-level is, in my opinion, pretty adequate, assuming you get rid of the teleportation.



As Ryan Thompson states in his answer, the 10th-level illusion wizard's feature is ideal for comparison with your spell.



However, there are numerous other features that let you impose disadvantage on an attack roll, increase your AC, or reduce the attacker's roll.



For example:



  • Shield, 1st-level spell: +5 to AC, not only against one attack, but against all attacks until the start of your next turn.

  • 3rd level Lore Bard's Cutting words: subtract 1 inspiration die from one attack roll

  • 3rd level Valor Bard's Combat Inspiration: add inspiration die to AC for one attack roll against you

  • 1st-level Light Cleric's Warding Flare: impose disadvantage on one attack roll against you

  • Protection Fighting Style: impose disadvantage on an attack roll against a creature (not you) within 5 feet of you

  • Battle Master's Parry: reduce roll by superiority die + DEX

  • 5th-level Rogue's Uncanny Dodge: reduce damage by half if hit

  • 6th-level Wild Magic Sorcerer's Bend Luck: subtract 1d4 from attack roll (the feature can do other things as well, though)

  • 6th-level Archfey Warlock's Misty Escape: teleport & invisible after you take damage

  • 6th-level Great Old One Warlock's Entropic Ward: impose disadvantage on one attack, and if it misses, your next attack has advantage

  • 6th-level Enchantment Wizard's Instinctive Charm: redirects! an attack, so that the attacker might even hit his colleagues

  • Defensive Duelist feat: add prof bonus to AC against 1 attack

Clearly, a 100% guaranteed miss is stronger than imposing disadvantage or subtracting a number from the attack roll / adding it to your AC.



However, many of these features (most of them, actually) are available waaay earlier than 4th level spell slots. Furthermore, class features are rarely as strong as the highest level spells available on that level - for instance, take the Shield spell, which increases your AC by 5, and is a 1st level spell. Bards can only do this by level 3, and even at level 5 their average Cutting Words reduction is only 4.5 (5.5 at level 10).

Therefore, concluding from a similar class level 10 class feature that the spell would have to be 5th level is not a valid conclusion.



I believe that, for a guaranteed miss, 4th level is definitely adequate. For comparison, a 4th-level Cure Wounds will heal you by 4d8 + spellcasting modifier, which is more than most enemies deal in a single attack (at least at the level where you gain 4th-level slots).

However, Ryan Thompson is correct in stating that the 5 feet teleportation can be pretty strong - situationally, though; in many cases, the enemy will have movement left. If you keep the teleportation, 5th-level might be adequate, although personally, I would probably never use this spell if it were 5th-level, and even if it's 4th-level, I wouldn't use it until I'm higher level and have 5th or even 6th level slots already. Otherwise, there are numerous better things to do with a level 4 slot - something that's not the case with class features.






share|improve this answer









$endgroup$








  • 1




    $begingroup$
    I think this is a good answer as well. My answer errs on the side of caution, since ensuring that the spell won't be more powerful than an existing feature guarantees it won't be overpowered, but it's certainly possible that my logic is too conservative. I don't have a great sense of how to value the opportunity cost of using a spell slot of any given level.
    $endgroup$
    – Ryan Thompson
    Apr 10 at 14:18










  • $begingroup$
    On an unrelated note, it might be important to distinguish between features that you can use after the attack roll to turn a hit into a miss (e.g. Shield) and features that must be used before the roll (e.g. Instinctive Charm).
    $endgroup$
    – Ryan Thompson
    Apr 10 at 14:26















2












$begingroup$

4th-level is, in my opinion, pretty adequate, assuming you get rid of the teleportation.



As Ryan Thompson states in his answer, the 10th-level illusion wizard's feature is ideal for comparison with your spell.



However, there are numerous other features that let you impose disadvantage on an attack roll, increase your AC, or reduce the attacker's roll.



For example:



  • Shield, 1st-level spell: +5 to AC, not only against one attack, but against all attacks until the start of your next turn.

  • 3rd level Lore Bard's Cutting words: subtract 1 inspiration die from one attack roll

  • 3rd level Valor Bard's Combat Inspiration: add inspiration die to AC for one attack roll against you

  • 1st-level Light Cleric's Warding Flare: impose disadvantage on one attack roll against you

  • Protection Fighting Style: impose disadvantage on an attack roll against a creature (not you) within 5 feet of you

  • Battle Master's Parry: reduce roll by superiority die + DEX

  • 5th-level Rogue's Uncanny Dodge: reduce damage by half if hit

  • 6th-level Wild Magic Sorcerer's Bend Luck: subtract 1d4 from attack roll (the feature can do other things as well, though)

  • 6th-level Archfey Warlock's Misty Escape: teleport & invisible after you take damage

  • 6th-level Great Old One Warlock's Entropic Ward: impose disadvantage on one attack, and if it misses, your next attack has advantage

  • 6th-level Enchantment Wizard's Instinctive Charm: redirects! an attack, so that the attacker might even hit his colleagues

  • Defensive Duelist feat: add prof bonus to AC against 1 attack

Clearly, a 100% guaranteed miss is stronger than imposing disadvantage or subtracting a number from the attack roll / adding it to your AC.



However, many of these features (most of them, actually) are available waaay earlier than 4th level spell slots. Furthermore, class features are rarely as strong as the highest level spells available on that level - for instance, take the Shield spell, which increases your AC by 5, and is a 1st level spell. Bards can only do this by level 3, and even at level 5 their average Cutting Words reduction is only 4.5 (5.5 at level 10).

Therefore, concluding from a similar class level 10 class feature that the spell would have to be 5th level is not a valid conclusion.



I believe that, for a guaranteed miss, 4th level is definitely adequate. For comparison, a 4th-level Cure Wounds will heal you by 4d8 + spellcasting modifier, which is more than most enemies deal in a single attack (at least at the level where you gain 4th-level slots).

However, Ryan Thompson is correct in stating that the 5 feet teleportation can be pretty strong - situationally, though; in many cases, the enemy will have movement left. If you keep the teleportation, 5th-level might be adequate, although personally, I would probably never use this spell if it were 5th-level, and even if it's 4th-level, I wouldn't use it until I'm higher level and have 5th or even 6th level slots already. Otherwise, there are numerous better things to do with a level 4 slot - something that's not the case with class features.






share|improve this answer









$endgroup$








  • 1




    $begingroup$
    I think this is a good answer as well. My answer errs on the side of caution, since ensuring that the spell won't be more powerful than an existing feature guarantees it won't be overpowered, but it's certainly possible that my logic is too conservative. I don't have a great sense of how to value the opportunity cost of using a spell slot of any given level.
    $endgroup$
    – Ryan Thompson
    Apr 10 at 14:18










  • $begingroup$
    On an unrelated note, it might be important to distinguish between features that you can use after the attack roll to turn a hit into a miss (e.g. Shield) and features that must be used before the roll (e.g. Instinctive Charm).
    $endgroup$
    – Ryan Thompson
    Apr 10 at 14:26













2












2








2





$begingroup$

4th-level is, in my opinion, pretty adequate, assuming you get rid of the teleportation.



As Ryan Thompson states in his answer, the 10th-level illusion wizard's feature is ideal for comparison with your spell.



However, there are numerous other features that let you impose disadvantage on an attack roll, increase your AC, or reduce the attacker's roll.



For example:



  • Shield, 1st-level spell: +5 to AC, not only against one attack, but against all attacks until the start of your next turn.

  • 3rd level Lore Bard's Cutting words: subtract 1 inspiration die from one attack roll

  • 3rd level Valor Bard's Combat Inspiration: add inspiration die to AC for one attack roll against you

  • 1st-level Light Cleric's Warding Flare: impose disadvantage on one attack roll against you

  • Protection Fighting Style: impose disadvantage on an attack roll against a creature (not you) within 5 feet of you

  • Battle Master's Parry: reduce roll by superiority die + DEX

  • 5th-level Rogue's Uncanny Dodge: reduce damage by half if hit

  • 6th-level Wild Magic Sorcerer's Bend Luck: subtract 1d4 from attack roll (the feature can do other things as well, though)

  • 6th-level Archfey Warlock's Misty Escape: teleport & invisible after you take damage

  • 6th-level Great Old One Warlock's Entropic Ward: impose disadvantage on one attack, and if it misses, your next attack has advantage

  • 6th-level Enchantment Wizard's Instinctive Charm: redirects! an attack, so that the attacker might even hit his colleagues

  • Defensive Duelist feat: add prof bonus to AC against 1 attack

Clearly, a 100% guaranteed miss is stronger than imposing disadvantage or subtracting a number from the attack roll / adding it to your AC.



However, many of these features (most of them, actually) are available waaay earlier than 4th level spell slots. Furthermore, class features are rarely as strong as the highest level spells available on that level - for instance, take the Shield spell, which increases your AC by 5, and is a 1st level spell. Bards can only do this by level 3, and even at level 5 their average Cutting Words reduction is only 4.5 (5.5 at level 10).

Therefore, concluding from a similar class level 10 class feature that the spell would have to be 5th level is not a valid conclusion.



I believe that, for a guaranteed miss, 4th level is definitely adequate. For comparison, a 4th-level Cure Wounds will heal you by 4d8 + spellcasting modifier, which is more than most enemies deal in a single attack (at least at the level where you gain 4th-level slots).

However, Ryan Thompson is correct in stating that the 5 feet teleportation can be pretty strong - situationally, though; in many cases, the enemy will have movement left. If you keep the teleportation, 5th-level might be adequate, although personally, I would probably never use this spell if it were 5th-level, and even if it's 4th-level, I wouldn't use it until I'm higher level and have 5th or even 6th level slots already. Otherwise, there are numerous better things to do with a level 4 slot - something that's not the case with class features.






share|improve this answer









$endgroup$



4th-level is, in my opinion, pretty adequate, assuming you get rid of the teleportation.



As Ryan Thompson states in his answer, the 10th-level illusion wizard's feature is ideal for comparison with your spell.



However, there are numerous other features that let you impose disadvantage on an attack roll, increase your AC, or reduce the attacker's roll.



For example:



  • Shield, 1st-level spell: +5 to AC, not only against one attack, but against all attacks until the start of your next turn.

  • 3rd level Lore Bard's Cutting words: subtract 1 inspiration die from one attack roll

  • 3rd level Valor Bard's Combat Inspiration: add inspiration die to AC for one attack roll against you

  • 1st-level Light Cleric's Warding Flare: impose disadvantage on one attack roll against you

  • Protection Fighting Style: impose disadvantage on an attack roll against a creature (not you) within 5 feet of you

  • Battle Master's Parry: reduce roll by superiority die + DEX

  • 5th-level Rogue's Uncanny Dodge: reduce damage by half if hit

  • 6th-level Wild Magic Sorcerer's Bend Luck: subtract 1d4 from attack roll (the feature can do other things as well, though)

  • 6th-level Archfey Warlock's Misty Escape: teleport & invisible after you take damage

  • 6th-level Great Old One Warlock's Entropic Ward: impose disadvantage on one attack, and if it misses, your next attack has advantage

  • 6th-level Enchantment Wizard's Instinctive Charm: redirects! an attack, so that the attacker might even hit his colleagues

  • Defensive Duelist feat: add prof bonus to AC against 1 attack

Clearly, a 100% guaranteed miss is stronger than imposing disadvantage or subtracting a number from the attack roll / adding it to your AC.



However, many of these features (most of them, actually) are available waaay earlier than 4th level spell slots. Furthermore, class features are rarely as strong as the highest level spells available on that level - for instance, take the Shield spell, which increases your AC by 5, and is a 1st level spell. Bards can only do this by level 3, and even at level 5 their average Cutting Words reduction is only 4.5 (5.5 at level 10).

Therefore, concluding from a similar class level 10 class feature that the spell would have to be 5th level is not a valid conclusion.



I believe that, for a guaranteed miss, 4th level is definitely adequate. For comparison, a 4th-level Cure Wounds will heal you by 4d8 + spellcasting modifier, which is more than most enemies deal in a single attack (at least at the level where you gain 4th-level slots).

However, Ryan Thompson is correct in stating that the 5 feet teleportation can be pretty strong - situationally, though; in many cases, the enemy will have movement left. If you keep the teleportation, 5th-level might be adequate, although personally, I would probably never use this spell if it were 5th-level, and even if it's 4th-level, I wouldn't use it until I'm higher level and have 5th or even 6th level slots already. Otherwise, there are numerous better things to do with a level 4 slot - something that's not the case with class features.







share|improve this answer












share|improve this answer



share|improve this answer










answered Apr 10 at 9:48









PixelMasterPixelMaster

13.3k350122




13.3k350122







  • 1




    $begingroup$
    I think this is a good answer as well. My answer errs on the side of caution, since ensuring that the spell won't be more powerful than an existing feature guarantees it won't be overpowered, but it's certainly possible that my logic is too conservative. I don't have a great sense of how to value the opportunity cost of using a spell slot of any given level.
    $endgroup$
    – Ryan Thompson
    Apr 10 at 14:18










  • $begingroup$
    On an unrelated note, it might be important to distinguish between features that you can use after the attack roll to turn a hit into a miss (e.g. Shield) and features that must be used before the roll (e.g. Instinctive Charm).
    $endgroup$
    – Ryan Thompson
    Apr 10 at 14:26












  • 1




    $begingroup$
    I think this is a good answer as well. My answer errs on the side of caution, since ensuring that the spell won't be more powerful than an existing feature guarantees it won't be overpowered, but it's certainly possible that my logic is too conservative. I don't have a great sense of how to value the opportunity cost of using a spell slot of any given level.
    $endgroup$
    – Ryan Thompson
    Apr 10 at 14:18










  • $begingroup$
    On an unrelated note, it might be important to distinguish between features that you can use after the attack roll to turn a hit into a miss (e.g. Shield) and features that must be used before the roll (e.g. Instinctive Charm).
    $endgroup$
    – Ryan Thompson
    Apr 10 at 14:26







1




1




$begingroup$
I think this is a good answer as well. My answer errs on the side of caution, since ensuring that the spell won't be more powerful than an existing feature guarantees it won't be overpowered, but it's certainly possible that my logic is too conservative. I don't have a great sense of how to value the opportunity cost of using a spell slot of any given level.
$endgroup$
– Ryan Thompson
Apr 10 at 14:18




$begingroup$
I think this is a good answer as well. My answer errs on the side of caution, since ensuring that the spell won't be more powerful than an existing feature guarantees it won't be overpowered, but it's certainly possible that my logic is too conservative. I don't have a great sense of how to value the opportunity cost of using a spell slot of any given level.
$endgroup$
– Ryan Thompson
Apr 10 at 14:18












$begingroup$
On an unrelated note, it might be important to distinguish between features that you can use after the attack roll to turn a hit into a miss (e.g. Shield) and features that must be used before the roll (e.g. Instinctive Charm).
$endgroup$
– Ryan Thompson
Apr 10 at 14:26




$begingroup$
On an unrelated note, it might be important to distinguish between features that you can use after the attack roll to turn a hit into a miss (e.g. Shield) and features that must be used before the roll (e.g. Instinctive Charm).
$endgroup$
– Ryan Thompson
Apr 10 at 14:26

















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Cannot Extend partition with GParted The 2019 Stack Overflow Developer Survey Results Are In Announcing the arrival of Valued Associate #679: Cesar Manara Planned maintenance scheduled April 17/18, 2019 at 00:00UTC (8:00pm US/Eastern) 2019 Community Moderator Election ResultsCan't increase partition size with GParted?GParted doesn't recognize the unallocated space after my current partitionWhat is the best way to add unallocated space located before to Ubuntu 12.04 partition with GParted live?I can't figure out how to extend my Arch home partition into free spaceGparted Linux Mint 18.1 issueTrying to extend but swap partition is showing as Unknown in Gparted, shows proper from fdiskRearrange partitions in gparted to extend a partitionUnable to extend partition even though unallocated space is next to it using GPartedAllocate free space to root partitiongparted: how to merge unallocated space with a partition

대한민국 목차 국명 지리 역사 정치 국방 경제 사회 문화 국제 순위 관련 항목 각주 외부 링크 둘러보기 메뉴북위 37° 34′ 08″ 동경 126° 58′ 36″ / 북위 37.568889° 동경 126.976667°  / 37.568889; 126.976667ehThe Korean Repository문단을 편집문단을 편집추가해Clarkson PLC 사Report for Selected Countries and Subjects-Korea“Human Development Index and its components: P.198”“http://www.law.go.kr/%EB%B2%95%EB%A0%B9/%EB%8C%80%ED%95%9C%EB%AF%BC%EA%B5%AD%EA%B5%AD%EA%B8%B0%EB%B2%95”"한국은 국제법상 한반도 유일 합법정부 아니다" - 오마이뉴스 모바일Report for Selected Countries and Subjects: South Korea격동의 역사와 함께한 조선일보 90년 : 조선일보 인수해 혁신시킨 신석우, 임시정부 때는 '대한민국' 국호(國號) 정해《우리가 몰랐던 우리 역사: 나라 이름의 비밀을 찾아가는 역사 여행》“남북 공식호칭 ‘남한’‘북한’으로 쓴다”“Corea 대 Korea, 누가 이긴 거야?”국내기후자료 - 한국[김대중 前 대통령 서거] 과감한 구조개혁 'DJ노믹스'로 최단기간 환란극복 :: 네이버 뉴스“이라크 "韓-쿠르드 유전개발 MOU 승인 안해"(종합)”“해외 우리국민 추방사례 43%가 일본”차기전차 K2'흑표'의 세계 최고 전력 분석, 쿠키뉴스 엄기영, 2007-03-02두산인프라, 헬기잡는 장갑차 'K21'...내년부터 공급, 고뉴스 이대준, 2008-10-30과거 내용 찾기mk 뉴스 - 구매력 기준으로 보면 한국 1인당 소득 3만弗과거 내용 찾기"The N-11: More Than an Acronym"Archived조선일보 최우석, 2008-11-01Global 500 2008: Countries - South Korea“몇년째 '시한폭탄'... 가계부채, 올해는 터질까”가구당 부채 5000만원 처음 넘어서“‘빚’으로 내몰리는 사회.. 위기의 가계대출”“[경제365] 공공부문 부채 급증…800조 육박”“"소득 양극화 다소 완화...불평등은 여전"”“공정사회·공생발전 한참 멀었네”iSuppli,08年2QのDRAMシェア・ランキングを発表(08/8/11)South Korea dominates shipbuilding industry | Stock Market News & Stocks to Watch from StraightStocks한국 자동차 생산, 3년 연속 세계 5위자동차수출 '현대-삼성 웃고 기아-대우-쌍용은 울고' 과거 내용 찾기동반성장위 창립 1주년 맞아Archived"중기적합 3개업종 합의 무시한 채 선정"李대통령, 사업 무분별 확장 소상공인 생계 위협 질타삼성-LG, 서민업종인 빵·분식사업 잇따라 철수상생은 뒷전…SSM ‘몸집 불리기’ 혈안Archived“경부고속도에 '아시안하이웨이' 표지판”'철의 실크로드' 앞서 '말(言)의 실크로드'부터, 프레시안 정창현, 2008-10-01“'서울 지하철은 안전한가?'”“서울시 “올해 안에 모든 지하철역 스크린도어 설치””“부산지하철 1,2호선 승강장 안전펜스 설치 완료”“전교조, 정부 노조 통계서 처음 빠져”“[Weekly BIZ] 도요타 '제로 이사회'가 리콜 사태 불러들였다”“S Korea slams high tuition costs”““정치가 여론 양극화 부채질… 합리주의 절실””“〈"`촛불집회'는 민주주의의 질적 변화 상징"〉”““촛불집회가 민주주의 왜곡 초래””“국민 65%, "한국 노사관계 대립적"”“한국 국가경쟁력 27위‥노사관계 '꼴찌'”“제대로 형성되지 않은 대한민국 이념지형”“[신년기획-갈등의 시대] 갈등지수 OECD 4위…사회적 손실 GDP 27% 무려 300조”“2012 총선-대선의 키워드는 '국민과 소통'”“한국 삶의 질 27위, 2000년과 2008년 연속 하위권 머물러”“[해피 코리아] 행복점수 68점…해외 평가선 '낙제점'”“한국 어린이·청소년 행복지수 3년 연속 OECD ‘꼴찌’”“한국 이혼율 OECD중 8위”“[통계청] 한국 이혼율 OECD 4위”“오피니언 [이렇게 생각한다] `부부의 날` 에 돌아본 이혼율 1위 한국”“Suicide Rates by Country, Global Health Observatory Data Repository.”“1. 또 다른 차별”“오피니언 [편집자에게] '왕따'와 '패거리 정치' 심리는 닮은꼴”“[미래한국리포트] 무한경쟁에 빠진 대한민국”“대학생 98% "외모가 경쟁력이라는 말 동의"”“특급호텔 웨딩·200만원대 유모차… "남보다 더…" 호화病, 고질병 됐다”“[스트레스 공화국] ① 경쟁사회, 스트레스 쌓인다”““매일 30여명 자살 한국, 의사보다 무속인에…””“"자살 부르는 '우울증', 환자 중 85% 치료 안 받아"”“정신병원을 가다”“대한민국도 ‘묻지마 범죄’,안전지대 아니다”“유엔 "학생 '성적 지향'에 따른 차별 금지하라"”“유엔아동권리위원회 보고서 및 번역본 원문”“고졸 성공스토리 담은 '제빵왕 김탁구' 드라마 나온다”“‘빛 좋은 개살구’ 고졸 취업…실습 대신 착취”원본 문서“정신건강, 사회적 편견부터 고쳐드립니다”‘소통’과 ‘행복’에 목 마른 사회가 잠들어 있던 ‘심리학’ 깨웠다“[포토] 사유리-곽금주 교수의 유쾌한 심리상담”“"올해 한국인 평균 영화관람횟수 세계 1위"(종합)”“[게임연중기획] 게임은 문화다-여가활동 1순위 게임”“영화속 ‘영어 지상주의’ …“왠지 씁쓸한데””“2월 `신문 부수 인증기관` 지정..방송법 후속작업”“무료신문 성장동력 ‘차별성’과 ‘갈등해소’”대한민국 국회 법률지식정보시스템"Pew Research Center's Religion & Public Life Project: South Korea"“amp;vwcd=MT_ZTITLE&path=인구·가구%20>%20인구총조사%20>%20인구부문%20>%20 총조사인구(2005)%20>%20전수부문&oper_YN=Y&item=&keyword=종교별%20인구& amp;lang_mode=kor&list_id= 2005년 통계청 인구 총조사”원본 문서“한국인이 좋아하는 취미와 운동 (2004-2009)”“한국인이 좋아하는 취미와 운동 (2004-2014)”Archived“한국, `부분적 언론자유국' 강등〈프리덤하우스〉”“국경없는기자회 "한국, 인터넷감시 대상국"”“한국, 조선산업 1위 유지(S. Korea Stays Top Shipbuilding Nation) RZD-Partner Portal”원본 문서“한국, 4년 만에 ‘선박건조 1위’”“옛 마산시,인터넷속도 세계 1위”“"한국 초고속 인터넷망 세계1위"”“인터넷·휴대폰 요금, 외국보다 훨씬 비싸”“한국 관세행정 6년 연속 세계 '1위'”“한국 교통사고 사망자 수 OECD 회원국 중 2위”“결핵 후진국' 한국, 환자가 급증한 이유는”“수술은 신중해야… 자칫하면 생명 위협”대한민국분류대한민국의 지도대한민국 정부대표 다국어포털대한민국 전자정부대한민국 국회한국방송공사about korea and information korea브리태니커 백과사전(한국편)론리플래닛의 정보(한국편)CIA의 세계 정보(한국편)마리암 부디아 (Mariam Budia),『한국: 하늘이 내린 한 폭의 그림』, 서울: 트랜스라틴 19호 (2012년 3월)대한민국ehehehehehehehehehehehehehehWorldCat132441370n791268020000 0001 2308 81034078029-6026373548cb11863345f(데이터)00573706ge128495