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Homebrew: Spell Changes

In order to encourage the intended style of play, some spells have changes or restrictions placed upon them. All such spells are found here. These changes are considered a last resort, and are intended to be as minor as possible.  

Goodberry

Goodberry functions as normal with a single exception: berries created by this spell do not provide nourishment. This means the spell Goodberry cannot be used to carrying Food and Water. This was done so one of the major challenges of surviving in a hostile environment will not be rendered trivial by a single level 1 spell.  

Create/Destroy Water

This is less a change than a GM ruling. Water which is created by this spell is only drinkable if it is created within a container. Creating water which exceeds the volume of what a container can hold results in either the excess water spilling upon the ground (becoming undrinkable), or it is simply not created (the caster decides).  

Revivify, Raise Dead, Reincarnate, and Resurrection

Player Characters may not take these spells. They may, however, appear as scrolls (or similar similar items) in loot that may be found. Wish is not restricted, and can be used to raise people as normal.  

Silvery Barbs

Silvery Barbs is not banned, however the spell may only be taken using a feat (such as Fey-Touched). Note that players are not required to take Silvery Barbs when taking a feat that grants them spells. This is to ensure that Silvery Barbs is a spell that is available only to characters who make it an intrinsic part of their build.  

Create Food and Water

This spell now requires a material component: a gem worth at least 25 gold, which is consumed. Additionally, the food and water created by this spell is no longer rendered inedible after 24 hours. This allows characters to readily cast this spell, but makes using it more expensive than simply buying rations outright.  

Teleportation Spells

The nature of the world Ember exists within prevents many transportation spells from working as intended. When used to relocate to another place on the planet, they function as expected. Likewise, spells that send characters to another plane for a limited duration (such as Blink or Eternalness) works as normal. Spells which allow travel to other planes, however, do not allow mortals to escape the planet. When used by powerful Fiends, Celestials, and Fey, these spells appear to function as normal, but mortals that make the attempt find their destination is changed to the Arrival Chapel in Ember.

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