House Rules - Spells

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This page shows any spells that have been changed, see House Rules - Spellcasting for changes to spellcasting in general.

Note that I have definitely not compared all spells, so more changes might be coming to this at a later date.

Barkskin

No longer a Concentration spell, making it finally useful.

Counterspell

Changed to the 2024 version; now Warlocks won't suddenly lose half of their spell slots when they get counterspelled:

3rd-level abjuration
Casting Time: 1 reaction, which you take when you see a creature within 60 feet

of yourself casting a spell with Verbal, Somatic, or Material components

Range: 60 feet
Components: S Duration: Instantaneous
You attempt to interrupt a creature in the process of casting a spell. The creature makes a Constitution saving throw. On a failed save, the spell dissipates with no effect, and the action, Bonus Action, or Reaction used to cast it is wasted. If that spell was cast with a spell slot, the slot isn't expended.

Cure Wounds

Changed to 2024 version, which increased healing from 1d8 to 2d8:

Level 1 Abjuration
Casting Time: Action Range: Touch
Components: V, S Duration: Instantaneous
A creature you touch regains a number of Hit Points equal to 2d8 plus your spellcasting ability modifier.

Using a Higher-Level Spell Slot. The healing increases by 2d8 for each spell slot level above 1.

Divine Smite

Changed to 2024 version, also see Paladin on the House Rules - Classes page.

Divine Smite
1st-level evocation
Casting Time: 1 Bonus Action, Which you take immediately after hitting a target with a Melee weapon or an Unarmed Strike
Range: Self
Components: V
Duration: Instantaneous
The target takes an extra 2d8 Radiant damage from the attack. The damage increases by 1d8 if the target is a Fiend or an Undead.

Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 1.

Dominate Person

The target has Advantage on the save if you or your allies are fighting it.

Gaseous Form

Changed to the 2024 version. The important changes:

  • You can target one additional creature for each spell slot level above 3. [So you can now cast it on multiple people!]
  • The spell ends on the target if it drops to 0 Hit Points or if it takes a Magic action to end the spell on itself. [So the other people you cast it on can end it on themselves.]

Guidance

No changes to the text of the spell; though it is interesting that in the 2024 version you need to pick a particular skill and then get the d4 every round for 1 minute. But some comments on use:

I have two issues with this spell (and it's definitely not the average +2.5 bonus on a d20 roll); it takes some speed out of the game when every time a skill needs to be rolled people either ask for or suggest Guidance (though this can be fixed by deciding up front that one character will always cast Guidance when it's applicable), and it can be very immersion breaking.

There's how the spell actually works; technically it should only work on skill checks that take a single round to accomplish; the moment you roll the d4 (for the 2024 version you could argue it works for skills that take up to a minute). This means you can't take four hours to create an item with a Tool skill and then at the very end cast Guidance and gain a d4 on the roll. You might argue that you could recast over and over for skills that take more than a round but at some point that gets silly.

So, for me, the spell works just fine when you want to open a lock (Tool skill), jump across something (Athletics/Acrobatics), and things like that. Edge case would be Investigation; checking a room for traps/secret doors/clues is going to take quite a while but if someone really wanted to, I would allow Guidance here. However, you'd be better off using the Help action and gaining Advantage on the roll vs getting a d4 bonus (and let's not get greedy and try to gain both).

Where it definitely couldn't work is recalling information with Arcana, History, etc. Because that is not a conscious act; you can't say, "hey, I'm going to try and remember something about this monster/spell/etc, cast Guidance on me so I'll remember better". I have the same issue with Insight, certain uses of Survival, etc. It also doesn't work on Perception as that is always in reaction to something happening in the world and casting the spell is an Action.

Then we get to Charisma skills; most of the time you are taking longer than a minute to cast a spell so it's irrelevant. In cases where it would be less than a minute and with skills like Sleight of Hand and Stealth you get this; immersion-wise you can't cast Guidance on your party member or yourself in front of your target. Casting a spell in public, and this one has Verbal and Somatic components no less, is normally seen as a rude and/or aggressive act. If someone sees a spell being cast on you and then you come over to discuss something that will be seen as suspicious, counter-acting the bonus from Guidance, and more! Best case here is casting a spell around the corner, leaving the recipient with less than a minute to charm or pick pocket someone.

In short: Guidance is just fine but only for certain skills and not for any skills that take a good deal of time.

Healing Word

Changed to the 2024 version, which increased healing from 1d4 to 2d4:

Level 1 Abjuration
Casting Time: Bonus action Range: 60 feet
Components: V Duration: Instantaneous
A creature of your choice that you can see within range regains Hit Points equal to 2d4 plus your spellcasting ability modifier.

Using a Higher-Level Spell Slot. The healing increases by 2d4 for each spell slot level above 1.

Hunter's Mark

Changed to 2024 version, also see Ranger on the House Rules - Classes page.

Level 1 Divination
Casting Time: Bonus action Range: 90 feet
Components: V Duration: Concentration, up to 1 hour
You magically mark one creature you can see within range as your quarry. Until the spell ends, you deal an extra 1d6 Force damage to the target whenever you hit it with an attack roll. You also have Advantage on any Perception or Survival checks you make to find it.

If the target drops to 0 Hit Points before this spell ends, you can take a Bonus Action to move the mark to a new creature you can see within range.

Using a Higher-Level Spell Slot. Your Concentration can last longer with a spell slot of level 3-4 (up to 8 hours) or 5+ (up to 24 hours).

Hypnotic Pattern

Removed from the game.

Invisibility

Using this 2024 wording: The spell ends early immediately after the target makes an attack roll, deals damage, or casts a spell. The same goes for other items/abilities/etc. that bestow invisibility.

Mass Cure Wounds

Changed to 2024 version, which increased healing from 3d8 to 5d8:

Level 5 Abjuration
Casting Time: Action Range: 60 feet
Components: V, S Duration: Instantaneous
A wave of healing energy washes out from a point you can see within range. Choose up to six creatures in a 30-foot-radius Sphere centered on that point. Each target regains Hit Points equal to 5d8 plus your spellcasting ability modifier.

Using a Higher-Level Spell Slot. The healing increases by 1d8 for each spell slot level above 5.

Mass Healing Word

Changed to the 2024 version, which increased healing from 1d4 to 2d4:

Level 3 Abjuration
Casting Time: Bonus action Range: 60 feet
Components: V Duration: Instantaneous
Up to six creatures of your choice that you can see within range regain Hit Points equal to 2d4 plus your spellcasting ability modifier.

Using a Higher-Level Spell Slot. The healing increases by 1d4 for each spell slot level above 3.

Message

Removed the V component. Now it makes sense and you can actually whisper the message.

Phantasmal Killer

Updated to 2024 version:

Level 4 Illusion
Casting Time: Action Range: 120 feet
Components: V, S Duration: Concentration, up to 1 minute
You tap into the nightmares of a creature you can see within range and create an illusion of its deepest fears, visible only to that creature. The target makes a Wisdom saving throw. On a failed save, the target takes 4d10 Psychic damage and has Disadvantage on ability checks and attack rolls for the duration. On a successful save, the target takes half as much damage, and the spell ends.

For the duration, the target makes a Wisdom saving throw at the end of each of its turns. On a failed save, it takes the Psychic damage again. On a successful save, the spell ends.

Using a Higher-Level Spell Slot. The damage increases by 1d10 for each spell slot level above 4.

Sending

Can't contact other planes unless cast using a slot of 5th level or higher, there is no fail chance. Also see familiarity on the House Rules - Spellcasting page.

Spiritual Weapon

Now is a Concentration spell like the 2024 version and the damage increases by 1d8 for every slot level above 2.

Vicious Mockery

Damage upped from 1d4 to 1d6.

Zone of Truth

Removed. For details read the entirety of this article. The remix suggested doesn't work either.