Spell Changes

Aetheric Strain Casting

When you are out of spell slots or unable to cast a spell due to being unable to upcast a spell whose slots are gone you can attempt to cast it, straining your connection to the aetheric energies of the planet. When attempting this casting, roll a D20 - Spell Level and consult the chart:  
Total Damaging Spell Non-Damaging Spells Wild Surges
18-20 No Strain, you are able to cast without any chaos No Strain, you are able to cast without any chaos 0
15-17 Damage of the spell is reduced 1d of the spells casted total Duration of the spell is reduced by 1 round (min 1 round) 0
11-14 Damage of the spell is reduced by 2d of the spells casted total and caster takes the 2d damage instead Duration of the spell is reduced by 2 round (min 2 rounds) 0
10 Nothing Happen....at all. Nothing Happen....at all. 0
7-9 All with 5' of caster, path of spell, and 5' of target take 1/2 damage of the spell. All with 5' of caster, path of spell, and 5' of target are affected by 1/2 duration spell effect 1
4-6 All with 5' of caster, path of spell, and 5' of target take full damage of the spell. All with 5' of caster, path of spell, and 5' of target are affected by full duration spell effect 2
2-3 Devastating Backsurge - GMs discretion of effects Devastating Backsurge - GMs discretion of effects 3
1 or less Catastrophic Backsurge - GMs discretion of effects Catastrophic Backsurge - GMs discretion of effects 4
 

Summoning Spells

If a summon spell offers different choices of CR to summon (ie Summon Animal/Elementals/etc) the summoned creature is determined by the GM. Any group of summoned creatures of 3 or more will be treated as a Mob using mob damage calculator.

 

Spell Scroll Casting (For Spellcasters)

When casting a spell from a spell scroll, the following applies to:

  • ..when an Arcane caster attempts to cast from an arcane spell scroll.
  • ..when a Divine spellcaster attempts to cast from a divine spell scroll.

 

For spellcasters with 'known' spells, if they know the spell, they can cast it without issue. For spellcasters with 'prepared' spells, they can cast it without issue if they have it prepared (for this purpose, wizards count as prepared spellcasters):

  • If a spell is on a spellcasting character's class spell list, and if it is of a spell level they are capable of casting, they can cast the spell with a successful ability check (using their spellcasting ability modifier + their proficiency bonus) against a DC of 10 + the spell's level.
  • If a spell is not on a spellcasting character's class spell list, or if it is on their class's spell list but is of a higher level than they are capable of casting, they can cast it with a successful ability check (using their spellcasting ability modifier) against a DC of 10 + the spell's level.
  • If a spell is not on a spellcasting character's class spell list, or if it is on their class's spell list but is of a higher level than they are capable of casting, they can cast it with a successful ability check (using their spellcasting ability modif) against a DC of 10 + the spell's level. However, they must roll with disadvantage.
 

Spell Scroll Casting (Non-Spellcasters and Spell of other Power Sources)

When casting a spell from a spell scroll, the following applies to:

  • ..when an Arcane caster attempts to cast from a divine spell scroll (that is, one that belongs exclusively to divine spell lists)
  • ..when a Divine spellcaster attempts to cast from an arcane spell scroll (that is, one that belongs exclusively to arcane spell lists)
  • ..when any non-spellcasting character attempts to use the spell scroll
 

For casting spells, not of your inclination or non-spellcaster:

  • To cast from a spell scroll, the character must succeed on an ability check against a DC of 10 + the spell's level, rolled with disadvantage. If the spell scroll is arcane in nature, the character must make an Intelligence (Arcana) check. If the spell scroll is divine in nature, the character must make a Wisdom (Arcana) check.
  • When a non-spellcaster makes the ability check, if the spell belongs to both arcane and divine spell lists, the character may choose Intelligence (Arcana) or Wisdom (Arcana).
 

These are spells I’ve found that played-as-written have had detrimental effects on gameplay or storytelling.

 

Counterspell (Revised)

3-level Abjuration

Casting Time: 1 reaction (which you take when you see a creature within 60 feet of you casting a spell)
Range/Area: 60 ft
Components: S
Duration: Instantaneous

You attempt to interrupt a creature in the process of casting a spell. The target must be casting a spell with a casting time of 1 Action or longer. Make a Spellcasting Ability Check contested by the target's Spellcasting Ability Check. The target adds a bonus to its Check equal to the level of spell they are casting, you add a bonus to your check equal to the level at which you cast Counterspell. You both gain a +1 bonus to your check for every level you are casting your spell above your opponent's spell level, or a -1 penalty to your check for every level you are casting your spell below your opponent's spell level.

Failure: The target's spell succeeds and takes effect.

Success: The target's spell fails and has no effect.

Tie: The target's spell fails, has no effect, and both you and the target must roll on the Wild Magic Surge Table. If the target's spell fails, it can immediately cast a Cantrip as part of the same Action it used to cast its spell.

At higher levels:

At Higher Levels. You can cast this spell using a spell slot of 4th level or higher.

Available for: Sorcerer, Warlock, Wizard

Mending (Revised)

0-level (Cantrip) Transmutation

Casting Time: 1 minute
Range/Area: Touch
Components: V S M
Materials: Two lodestones
Duration: Instantaneous

This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage.

If the damage is larger than the space mended by the spell the damage can not be mended.

This spell can physically repair a magic item or construct, but the spell can’t restore magic to such an object.

Available for: Bard, Cleric, Druid, Sorcerer, Wizard

Arcane Eye (Revised)

4-level Divination

Casting Time: 1 action
Range/Area: 30 ft
Components: V, S, M
Materials: A bit of bat fur
Duration: Concentration, Up to 1 hour

You create an invisible, magical eye within range that hovers in the air for the duration.

You mentally receive visual information from the eye, which has normal vision and darkvision out to 30 feet. The eye can look in every direction.

As an action, you can move the eye up to 30 feet in any direction. The eye can not move more than 300 feet away from the caster, nor can it enter another plane of existence. If the eye attempted to move more than 300 feet from the caster the spell ends immediately. A solid barrier blocks the eye’s movement, but the eye can pass through an opening as small as 1 inch in diameter.

Available for: Wizard

Heat Metal (Revised)

2-level Transmutation

Casting Time: 1 action
Range/Area: 60 ft
Components: V, S, M
Materials: A piece of iron and a flame
Duration: Up to 1 minute
Choose a manufactured metal object, such as a metal weapon or a suit of heavy or medium metal armor, that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object must make a Constitution saving throw to take half damage on a save or 2d8 fire damage on a failed save. Until the spell ends, you can use a bonus action on each subsequent turn to cause this damage again as long as you are still within 60 feet of the target. If a creature is holding or wearing the object and takes damage from it, the creature must succeed on a Constitution saving throw or drop the object if it can. If it doesn’t drop the object, it has disadvantage on attack rolls and ability checks until the start of your next turn.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot above 2nd.
Available for: Bard, Druid



Cover image: Bravely Second by Akihiko Yoshida

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