House Rules - Spellcasting: Difference between revisions

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Added Barkskin and Message, and Familiarity heading
Hypnotic Pattern now a removed spell
 
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==== [https://5e.tools/spells.html#barkskin_phb Barkskin] ====
==== [https://5e.tools/spells.html#barkskin_phb Barkskin] ====
No longer a Concentration spell making it finally useful.
'''No longer a Concentration spell''', making it finally useful.


==== [https://5e.tools/spells.html#counterspell_phb Counterspell] ====
==== [https://5e.tools/spells.html#counterspell_phb Counterspell] ====
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==== [https://5e.tools/spells.html#cure%20wounds_phb Cure Wounds] ====
==== [https://5e.tools/spells.html#cure%20wounds_phb Cure Wounds] ====
Increased healing from 1d8 to 2d8, as the [https://5e.tools/spells.html#cure%20wounds_xphb 2024 version]. [https://5e.tools/spells.html#mass%20cure%20wounds_phb Mass Cure Wounds] from 3d8 to 5d8.
'''Increased healing from 1d8 to 2d8''', as the [https://5e.tools/spells.html#cure%20wounds_xphb 2024 version]. [https://5e.tools/spells.html#mass%20cure%20wounds_phb Mass Cure Wounds] '''from 3d8 to 5d8'''.


==== [https://5e.tools/spells.html#dominate%20person_phb Dominate Person] ====
==== [https://5e.tools/spells.html#dominate%20person_phb Dominate Person] ====
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Changed to the [https://5e.tools/spells.html#gaseous%20form_xphb 2024 version]. The important changes:
Changed to the [https://5e.tools/spells.html#gaseous%20form_xphb 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!]
* 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.]
* 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.]


==== [https://5e.tools/spells.html#healing%20word_phb Healing Word] ====
==== [https://5e.tools/spells.html#healing%20word_phb Healing Word] ====
Increased healing from 1d4 to 2d4, as the [https://5e.tools/spells.html#healing%20word_xphb 2024 version]. [https://5e.tools/spells.html#mass%20healing%20word_phb Mass Healing Word] also from 1d4 to 2d4.
Increased healing from 1d4 to 2d4, as the [https://5e.tools/spells.html#healing%20word_xphb 2024 version]. [https://5e.tools/spells.html#mass%20healing%20word_phb Mass Healing Word] also from 1d4 to 2d4.
==== [https://5e.tools/spells.html#hypnotic%20pattern_phb Hypnotic Pattern] ====
'''Removed'''.


==== [https://5e.tools/spells.html#invisibility_phb Invisibility] ====
==== [https://5e.tools/spells.html#invisibility_phb Invisibility] ====
Using this [https://5e.tools/spells.html#invisibility_xphb 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.
Using this [https://5e.tools/spells.html#invisibility_xphb 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.


==== [https://5e.tools/spells.html#message_phb Message] ====
==== [https://5e.tools/spells.html#message_phb Message] ====
Removed the V component. Now it makes sense and you can actually whisper the message.
'''Removed the V component.''' Now it makes sense and you can actually whisper the message.


==== [https://5e.tools/spells.html#phantasmal%20killer_phb Phantasmal Killer] ====
==== [https://5e.tools/spells.html#phantasmal%20killer_phb Phantasmal Killer] ====
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==== [https://5e.tools/spells.html#sending_phb Sending] ====
==== [https://5e.tools/spells.html#sending_phb Sending] ====
Can't contact other planes unless cast using a slot of 5th level or higher, there is no fail chance. Also see familiarity below.
'''Can't contact other planes unless cast using a slot of 5th level or higher''', there is no fail chance. Also see familiarity below.


==== [https://5e.tools/spells.html#spiritual%20weapon_phb Spiritual Weapon] ====
==== [https://5e.tools/spells.html#spiritual%20weapon_phb Spiritual Weapon] ====
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==== [https://5e.tools/spells.html#vicious%20mockery_phb Vicious Mockery] ====
==== [https://5e.tools/spells.html#vicious%20mockery_phb Vicious Mockery] ====
Damage upped from 1d4 to 1d6.
'''Damage upped from 1d4 to 1d6.'''


==== [https://5e.tools/spells.html#zone%20of%20truth_phb Zone of Truth] ====
==== [https://5e.tools/spells.html#zone%20of%20truth_phb Zone of Truth] ====
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=== Familiarity ===
=== Familiarity ===
A number of spells speak about being familiar with someone or something. Here is my ruling for the most common spells:
A number of spells speak about being familiar with someone or something. Here is my ruling for the most common spells (a longer explanation is down in the Background to Changes section):


* [https://5e.tools/spells.html#clairvoyance_phb '''Clairvoyance''']; seen for at least a minute.
* [https://5e.tools/spells.html#clairvoyance_phb '''Clairvoyance''']; seen for at least a minute.
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== Background to Changes ==
== Background to Changes ==
No need to read any of this unless you want to know where I got everything from.
''No need to read any of this unless you want to know where I got everything from.''


=== Knowing a spell has been cast on you. ===
=== Knowing a spell has been cast on you. ===

Latest revision as of 00:31, 17 April 2025

Between editions, D&D (and Pathfinder) has gone back and forth on so many rules that a few hours of research has given me a case of whiplash.

Things already true but not always clearly worded in the books:

  • Just about any character in the world recognizes spellcasting when it is done in front of them; a verbal component consists of mystical words (explained below) and a somatic component is weird moving around of arms/hands/fingers. However, unless they know something about magic, they won't have any idea what spell has just been cast, unless there are clear effects.
  • A character does not automatically know they are under the effect of a spell they failed to save against if there are no perceptible effects. After the spell ends they won't automatically know they were under a spell but their might be reasons for them to suspect so.
  • A spellcaster doesn't automatically know whether a spell's target succeeded on a saving throw against the spell, but with most spells, the effects are perceivable on the target. (Jeremy Crawford) [Note that in 3.5 the official rule was that you did know for targeted spells.]
  • If you're concentrating on a spell, you know when that spell ends, whether you end your concentration willingly, your concentration is broken, or the spell ends in some other way.

To quote Hipsters & Dragons: to begin casting a spell in public is the arcane equivalent of drawing a sword and waving it around.

Vancian Spell Names is just for flavor but definitely under-used.

Spell Changes

Ritual Spells

If you have a spell prepared that has the Ritual tag, you can cast that spell as a Ritual. This means that Paladins, etc. now also can do this.

Individual Spell Changes

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

Increased healing from 1d8 to 2d8, as the 2024 version. Mass Cure Wounds from 3d8 to 5d8.

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.]

Healing Word

Increased healing from 1d4 to 2d4, as the 2024 version. Mass Healing Word also from 1d4 to 2d4.

Hypnotic Pattern

Removed.

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.

Message

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

Phantasmal Killer

Updated to 2024 version.

Sending

Can't contact other planes unless cast using a slot of 5th level or higher, there is no fail chance. Also see familiarity below.

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.

Spellcasting Changes

This is a quick listing of the changes. The next section explains why I came to these changes.

Saves

  • A character knows they have been the target of a spell, if they succeed on the save imposed by the spell. However, unless they have anything else to go on, they might not know the source of the magic. Also note that this is a general rule; if an ability, feat, item, or spell description says the target won't notice anything even on a successful save, that supersedes this rule.
  • Characters can voluntarily fail a saving throw but only when warned about the save beforehand and not under a magical compulsion.

Familiarity

A number of spells speak about being familiar with someone or something. Here is my ruling for the most common spells (a longer explanation is down in the Background to Changes section):

  • Clairvoyance; seen for at least a minute.
  • Locate Creature; as described.
  • Locate Object; as described.
  • Message; if through solid objects, need to be quite familiar with them, had a few conversations.
  • Scrying; as described.
  • Sending; need to be quite familiar with them, had a few conversations, or, if someone describes target for you they need to be intimately familiar.
  • Teleport; as described.

Background to Changes

No need to read any of this unless you want to know where I got everything from.

Knowing a spell has been cast on you.

This is definitely a tricky one. It will also lead to inevitable meta gaming when the spell is cast on one or more pc's. When the DM tells the players to roll a save, they fail and the DM ask them to just continue what they were doing cause 'nothing happened', the actual result will still be that even the best roleplayers will consider those failed saves when planning further moves.

Clearly the 'problem' is mostly with a few enchantment spells; the effect of most other spells is usually quite evident. But when you cast Enthrall it is certainly relevant that when the creature makes its save, if it knows you just cast Enthrall on it. Looking at all the versions of the rules, internal logic both within the rules and the setting, I think the fairest interpretation is this:

A character saving against a spell (such as Enthrall) will know a spell has just been cast on it, and that they resisted it.

However, unless they know anything about magic (by being a spellcaster themselves, having the Arcana skill and rolling well, etc.), they won't know what spell was cast.

If they did not see anyone cast the spell (because the caster was behind them or invisible, and there was no verbal component, etc.) then they also won't know the source of the spell, though they might have their suspicions.

If they did see someone cast a spell right in front of them, then they will assume this was a unfriendly/hostile action, unless warned ahead of time ("I'm going to cast a spell now").

Do you always know when you’re under the effect of a spell? (Sage Advice)

You’re aware that a spell is affecting you if it has a perceptible effect or if its text says you’re aware of it (see PHB , under “Targets”). Most spells are obvious. For example, fireball burns you, cure wounds heals you, and command forces you to suddenly do something you didn’t intend. Certain spells are more subtle, yet you become aware of the spell at a time specified in the spell’s description. Charm person and detect thoughts are examples of such spells.

Some spells are so subtle that you might not know you were ever under their effects. A prime example of that sort of spell is suggestion. Assuming you failed to notice the spellcaster casting the spell, you might simply remember the caster saying, “The treasure you’re looking for isn’t here. Go look for it in the room at the top of the next tower.” You failed your saving throw, and off you went to the other tower, thinking it was your idea to go there. You and your companions might deduce that you were beguiled if evidence of the spell is found. It’s ultimately up to the DM whether you discover the presence of inconspicuous spells. Discovery usually comes through the use of skills like Arcana, Investigation, Insight, and Perception or through spells like detect magic.

Succeeding on a Saving Throw (Pathfinder SRD)

A creature that successfully saves against a spell that has no obvious physical effects feels a hostile force or a tingle, but cannot deduce the exact nature of the attack.

Failing a save willingly

Normally a save is a split second reaction to an unexpected event; jumping away from the suddenly appearing fireball (or car). When it comes to the three mental abilities we have no real world examples. The 5E rules don't mention you can voluntarily forgo a save but earlier editions of D&D and Pathfinder do. An on Twitter two designers have said they would allow it in most cases.

The 2024 rules now explicitly say you can; page 11 and Rules Glossary.

Voluntarily Giving up a Saving Throw (Pathfinder SRD)

A creature can voluntarily forgo a saving throw and willingly accept a spell’s result. Even a character with a special resistance to magic can suppress this quality.

Twitter Sources

Jeremy Crawford: No rule lets you opt to fail a save. As DM, I might allow it, assuming you aren't incapacitated or dominated.

Mike Mearls: I'd allow it only if the creature is not under any magical compulsions like charm person.

Command, Suggestion, etc

Also note that Suggestion is limited to a sentence or two.

Is the sentence of suggestion in the suggestion spell the verbal component, or is the verbal component separate? (Sage Advice)

Verbal components are mystic words, not normal speech. The spell’s suggestion is an intelligible utterance that is separate from the verbal component. The command spell is the simplest example of this principle. The utterance of the verbal component is separate from, and precedes, any verbal utterance that would bring about the spell’s effect.

Familiarity

The issue is that the rules need to work even when someone has the ability to cast a certain spell an unlimited time or has enough flunkies to have that done for them. This has been recognized by the designers for certain spells that all have their counters, otherwise any ruler or powerful bad guy would be scryed on 24/7, laying bare all their plans and/or expose blackmailable situations. Sending didn't have a counter until the 2024 version.

The internet is full of questions on this topic and people make good points like these:

It really depends on how you define familiar. Note that it doesn’t say that the recipient has to be familiar with the Sender.

In that sense, I’m familiar with the Prime Minister. I know his name, what he looks and sounds like... he, on the other hand, doesn’t have even the vaguest notion of my existence.

I’m more familiar with the Prime Minister than I am the cashier at The grocery store. Even though I’ve met the cashier, said hello and wished them well and likely had some casual chit chat. So in some senses I’m more familiar with that cashier as we have interacted... but I wouldn’t be able to tell you the first thing about what they looked like and I sure wouldn’t recognize them again.

If I was to cast Sending, I think it would be easier for me to Send to the Prime Minister because I can fix him in my mind clearly. The cashier on the other hand I am liable to mix up with many other cashiers.

Clairvoyance, both versions says: a location familiar to you (a place you have visited or seen before), meaning you don't need to be all that familiar at all, though I would say you need to have seen the location for a good time.

Locate Creature, both versions don't specify anything about familiarity but do allow you to find creatures you are less familiar with: "so long as you have seen such a creature up close—within 30 feet—at least once". Unrelated but interesting; the 2014 version is blocked by "running water at least 10 feet wide", probably based on the mistaken idea that blocks a dog's scent, and the 2024 version by "any thickness of lead".

Locate Object, both versions say the same: " a specific object known to you if you have seen it up close—within 30 feet—at least once" meaning that in this specific case you don't need to be all that familiar at all.

Message; neither version has any clarification but ruling it the same as Sending. Also removed V from components as the 2024 version.

Scrying says "Familiar (you know the target well)" but the 2024 version changed that to "[Knowledge of the Target Is...] Extensive (know the target well)". But the gist remains the same, you need to know someone well for it to be called familiar.

The 2024 Sending spell now says: "a creature you have met or a creature described to you by someone who has met it" instead of "a creature with which you are familiar" from the 2014 version. This clears things up a bit though people will argue "met" different ways. I am going with that you will need to have had actual conversations with the person, not just a "Nice to meet you".

Teleport is quite specific and I've taken these from the 2024 version cause it has nice bullet points:

  • "Very familiar" is a place you have visited often, a place you have carefully studied, or a place you can see when you cast the spell.
  • "Seen casually" is a place you have seen more than once but with which you aren't very familiar.
  • "Viewed once or described" is a place you have seen once, possibly using magic, or a place you know through someone else's description, perhaps from a map.

Interestingly Clairvoyance and Teleport are the ones most at odds with each other, where Clairvoyance's version of familiar includes Teleport's "Seen casually".