Chapter 5 - Spellcasting

Spellcasting is fundamentally reworked. Firstly, casting a spell now uses Spell Points and Spell Limits instead of Spell Slots, secondly, spells now always require the caster to roll a Spell check that influences Spell attack rolls and replaces the Spell Save DC to turn it into a contest, and thirdly, it is now possible to cast multiple spells a round and even upcast spells further than before through Overcasting, though the spellcaster takes damage and risks Weavestrain by doing so.

Additionally, Spellcasting has been supplemented with Caster Training to offer novel ways of interacting with spells and customize the character. The inner workings of Spellcasting Foci have been changed as well to give a bonus when casting spells of specific schools. Cantrips have been reworked to not scale automatically, instead, they can now be upcast. Also, Sunken Spells & Depthcasting have been introduced for automatic upcasting on negative Spell Point costs, which are achievable through Caster Training.

Some Spells have seen changes to fit with AC-less Defence, and some spells have been changed to interact with Wounds, as caused by Aimed Strikes. Similarly, the Rite of Regeneration has been added as a method of removing Disabilities. Some Spells have been changed to upcast better.

Spellcaster Level: There are five traits that scale with Spellcaster level now. These include the number of #Spell Points the caster has access to, their number of Caster Training features and Caster Proficiency Bonus (both are equal) as described below, and their Spell Limits, as shown in the table below.

Level Caster Proficiency & Training Spell Limits Spell Points +1/3 +1/2 +2/3
1 2 3 6 8 9 10
2 2 4 12 14 15 16
3 2 6 18 20 21 22
4 2 7 24 26 27 28
5 3 9 30 32 33 34
6 3 10 36 38 39 40
7 3 12 42 44 45 46
8 3 13 48 50 51 52
9 4 15 54 56 57 58
10 4 16 60 62 63 64
11 4 18 66 68 69 70
12 4 19 72 74 75 76
13 5 21 78 80 81 82
14 5 22 84 86 87 88
15 5 24 90 92 93 94
16 5 25 96 98 99 100
17 6 27 102 104 105 106
18 6 28 108 110 111 112
19 6 30 114 116 117 118
20 6 31 120 122 123 124
x 0.25(x+7) 1.5(x+1) 6x 6x+2 6x+3 6x+4

The columns to the right of the spell points column show how many Spell Points spellcasters with half levels and third levels have access to, for example when having Ranger or Arcane Trickster levels. Generally, you gain 6 Spell Points per Spellcaster level, 3 Spell Points per Halfcaster level, and 2 Spell Points per Thirdcaster level.

The numbers are calculated through the formulas given in the last row. The results are always rounded down.

Caster Proficiency Bonus: In addition to the regular Proficiency Bonus, spellcasters also use a Caster Proficiency Bonus. This bonus replaces the Proficiency Bonus when it comes to some Caster Training features and depends solely on the spellcaster level. If the spellcaster level is equal to the character level, the Caster Proficiency Bonus is also equal to the regular Proficiency Bonus.


Spell Points

Spell Slots are replaced by Spell Points and Spell Limits. These rules run roughly parallel to the variant rule in the 2014 DMG.

Spell Points: Instead of gaining a number of Spell Slots from the Spellcasting feature, you now gain a number of Spell Points that determine your Spell Point maximum. You can't have more Spell Points than your Spell Point maximum, and you can't have less than 0. Your current Spell Points are set to your Spell Point maximum when you finish a long rest, similar to Hit Points.

Using Spell Points: To cast a spell, you now spend Spell Points instead of a Spell Slot. The table below shows how a spells level is translated into its Spell Point cost.

Spell level Spell Point cost
0 (cantrips) 0
1 3
2 6
3 9
4 12
5 15
6 18
7 21
8 24
9 27
x 3x

The Spell Point cost, as you might notice, is equal to three times its level. This is only the initial cost, as the final cost can be increased through upcasting and reduced through a few features. When these rules speak of a spells Spell Point cost, they refer to the initial cost, and they speak of casting costs when the final cost is intended.

Other Features using Spell Slots: Some features that are not spells make use of Spell Slots regardless. These features now also use Spell Points instead, with the Spell Point amounts that they can use being multiples of three, similar to the conversion of Spell Slots to Spell Points otherwise.


Spell Limits

There are two Spell Limits that replace the limits that were previously imposed by Spell slots, the Casting Limit and the Preparation Limit.


Casting Limit

The Casting Limit depends on your spellcaster level and determines two things:

You can find your Casting Limit in the Spellcasting Table in the row for your spellcaster level, in the Spell Limits column. If you have half or third levels, you may have to consult the Halfcaster Table or Thirdcaster Table respectively.

Casting Multiple Spells with Spell Point Costs: Instead of only being able to cast a single spell that costs Spell Points in a turn, you can now cast multiple such spells each turn in accordance with your Casting Limit, Overcasting when exceeding it.


Preparation Limit

The Preparation Limit depends on a spellcasting classes level. You have one Preparation Limit for every spellcasting class you have levels in, and it determines the maximum number of Spell Points a spell that you prepare through that class can cost.

You can find your Preparation Limit in your classes spellcasting table in the row for your class level, in the Spell Limits column.


Examples

Singleclassing: If you are a level 5 Wizard, the following limits apply:

This way, you can prepare Wizard spells with a cost of up to 9 Spell Points, and spend 9 Spell Points each round before having to Overcast.

Multiclassing: If you are a level 4 Ranger and level 3 Sorcerer, the following limits apply:

This way, you can prepare Ranger spells with a cost of up to 5 Spell Points, Sorcerer spells with a cost of up to 6 Spell Points, and spend 9 Spell Points each round before having to Overcast.


Spell Check

When you cast a spell, you now always roll a Spell check that determines the forcefulness of the spell in question. The higher the roll, the more likely it is to be effective, and the harder it is to counterspell or dispel.

Spell Check: When you cast a spell, you roll a D20 Test and add your spellcasting ability modifier. If you use a Spellcasting Focus that is associated with the school of the spell to cast the spell, you also add your Proficiency Bonus.

Determines Forcefulness: When a caster tries to counterspell or dispel a spell you cast, they have to beat the Spell check to succeed.

Replaces Spell Save DC: When you cast a spell that requires its targets to roll one or multiple saving throws, the DC is now equal to the Spell check minus 2 instead. If the spell affects more than one target, the DC is reduced by another 2.

Merges Into Singular Spell Attacks: When you cast a spell that requires you to make one attack roll, the Spell check and the attack roll merge into one roll that counts both as the spells Spell check and a spell attack.

Influences Spell Multiattacks: When you cast a spell that requires you to make multiple spell attacks, roll the Spell check first. The spells attack rolls are modified depending on the Spell check result as follows:

Spell check result Attack roll modifier
4 or lower -5
5-9 -2
10-14 +0
15-19 +2
20 or higher +5

Additionally, if you roll a natural 1 on the Spell check, you roll the spell attacks with Disadvantage, and if you roll a natural 20 on the Spell check, you roll the spell attacks with Advantage.

Magic Items for Spellcasting: Where some magical items previously gave a +1 to spell attack rolls and/or a +1 to the Spell Save DC, they now give a +1 to Spell checks.


Spellcasting Focus

A Spellcasting Focus is a very flavourful part of magical fantasy, and it's a bit underwhelming that it is only used to substitute material components, which also add a nice narrative and worldly touch to magic. Thus, it only feels proper to give a Spellcasting Focus a use outside of substituting material components.

Tying the Proficiency Bonus that was previously automatically given to spell attack rolls and spell save DC to a Spellcasting Focus makes mechanical sense, especially given the reduced importance of the Proficiency Bonus for spell attacks now that the Hit DC of enemies is largely unchanging throughout the levels.

No Automatic Spell Attack Roll Proficiency: Your Spell attack modifier is now only equal to your Spellcasting ability modifier. To add your Proficiency Bonus, you now require a Spellcasting Focus associated with the spells school.

Enhanced Schools: Every Spellcasting Focus has three associated spell schools, as shown below. When you cast a spell while using a Spellcasting Focus that is associated with its school, you add your Proficiency Bonus to the Spell check and to the Spell attack rolls.

Spellcasting Focus Type Associated Schools
Crystal Arcane Illusion, Necromancy, Transmutation
Orb Arcane Conjuration, Divination, Illusion
Rod Arcane Abjuration, Divination, Necromancy
Staff (also Quarterstaff) Arcane Abjuration, Conjuration, Evocation
Wand Arcane Enchantment, Evocation, Transmutation
Sprig of Mistletoe Druidic Abjuration, Divination, Transmutation
Staff (also Quarterstaff) Druidic Abjuration, Conjuration, Evocation
Yew wand Druidic Enchantment, Illusion, Necromancy
Amulet (worn or held) Holy Abjuration, Conjuration, Evocation
Emblem (borne on fabric or a Shield) Holy Abjuration, Enchantment, Transmutation
Reliquary (held) Holy Divination, Illusion, Necromancy
Percussion (drum) Bardic Abjuration, Conjuration, Evocation
Strings (dulcimer, lute, lyre, viol) Bardic Enchantment, Necromancy, Transmutation
Woodwind (bag pipes, flute, pan flute, shawm) Bardic Divination, Enchantment, Illusion
Brass Instrument (horn) Bardic Conjuration, Enchantment, Evocation

Other Spellcasting Foci: If a feature gives you something as a Spellcasting Focus that isn't listed above or lets you use something as a Spellcasting Focus without associating spell schools with it, choose two spell schools to associate with that Spellcasting Focus.


Upcasting

When upcasting a spell, you increase its Spell Point cost by 3 to get the heightened effect that would otherwise be achieved by spending a spell slot of one level higher. When increasing the cost by twice as many Spell Points, you get the effect of using a spell slot of two levels higher, and so on.

Unlimited Upcasting: With upcasting no longer being bound to available spell slots, you can now upcast as high as you like and can afford by increasing the Spell Point cost further and further. The Casting Limit described below is the only other hindrance.

Other Upcasting Intervals: Some spells have been changed to improve in intervals of other Spell Point amounts than 3, such as with every 2 or 4 additional Spell Points spent. For those spells, the heightened effect thus is achieved by additionally spending the given amount of Spell Points.

Upcasting Cantrips: Instead of scaling with your level, cantrips that previously scaled like this can now be upcast. Unless the cantrip was otherwise changed (see in the Spells chapter), its first upgrade can be used by upcasting the cantrip by 3 Spell Points, the second upgrade by upcasting by 6 Spell Points, and the third upgrade by upcasting by 9 Spell Points.

Unlimited Cantrip Upcasting: When the rules of a Cantrip Upgrade describe a steady increase of effect that could be repeated infinitely, you can upcast it by 3 Spell Points each to improve its effect by another step. For example, the damage of a Fire Bolt increases by 1d10 with each Cantrip Upgrade, so you can now increase its damage by 1d10 for each 3 Spell Points you upcast it by, potentially increasing its damage far beyond what was previously possible.


Overcasting

When you spend more Spell Points than your Casting Limit accounts for, you are Overcasting. This happens when a spell is upcast to cost more than your Casting Limit allows for, or when you use multiple spells or features that use Spell Points in one round and their combined cost exceeds your Casting Limit.

When Overcasting, you have to roll an Overcast Save and take Overcast Damage.

Excess: Your Excess is the number of Spell Points you've exceeded your Casting Limit by.

Overcast Damage: When Overcasting, you take a number of d6 of necrotic damage equal to half your Excess, rounded up. This damage occurs while you cast the spell or use the feature.

If the spell has a casting time of 1 minute or more, this also triggers a Concentration check that you have to succeed on to be able to continue the casting, in accordance with usual spell rules.

Overcast Save: An Overcast Save is a saving throw using your spellcasting ability. The Save DC equals 10 + your Excess. On a successful save, nothing happens. On a failed save, the spell or feature dissipates and you receive one stack of Weavestrain for every 3 you've failed the saving throw by.

When your spell or feature dissipates like this, it has no effect, and the Action, Bonus Action, or Reaction you've used to cast it is wasted. You regain the spent Spell Points.


Examples

A fourth level Sorcerer would like to hurl a Scorching Ray at one particularly tough enemy, but their vision is blocked, so they use Misty Step to reach a better position beforehand. Misty Step costs 6 Spell Points, and so does Scorching Ray, but 8 Spell Points is their Casting Limit, so they are Overcasting with an Excess of 4 Spell Points. They thus take 2d6 necrotic damage and have to roll an Overcast Save, a DC 14 Charisma Saving Throw in this case. They succeed on the save, so nothing happens and they can proceed as planned.

A fifth level Wizard really wants to see the room cleared, and a Fireball for 9 Spell Points would not suffice in their estimation. So they upcast it using 21 Spell Points instead, exceeding their Casting Limit of 9 Spell Points by 12. They thus take 6d6 necrotic damage and have to roll an Overcast Save, a DC 22 Intelligence Saving Throw in this case. They roll a 12, so they fail by 10, taking three stacks of Weavestrain, and their spell dissipates, leaving the room as before. At least they keep their Spell Points, so they can try again next round, with a reduced Casting Limit of 6 due to the Weavestrain.


Sunken Spells & Depthcasting

Under some circumstances, it is possible that the Spell Point cost of a spell drops below 0. These rules in turn describe the circumstances that arise from there.

Sunken Spells: Sunken Spells are spells that have a Spell Point cost below 0.

Depth: Sunken Spell have a Depth equal to the number of Spell Points their cost is below 0 by.

Depthcasting: Depthcasting automatically happens when casting a Sunken Spell. When Depthcasting, the spell is upcast by a number of Spell Points equal to its Depth for free, bringing the casting cost back to 0.

Upcasting Sunken Spells: When you decide to upcast a Sunken Spell further, the casting cost is increased by the upcasting as usual, adding to the upcast facilitated through Depthcasting.


Example

Through Trash Becomes Treasure, a level one Sorcerer has made their cantrips cost -2 Spell Points. This means that whenever they cast a cantrip, it is automatically upcast by 2 Spell Points through Depthcasting. For their Fire Bolt, this leads to no additional effect by itself, however, they can now upcast their Fire Bolt by 1 additional Spell Point to bring its casting cost to 1 Spell Point, being upcast by 3 Spell Points, increasing its damage from 1d10 to 2d10. Starting with level 5, Trash Becomes Treasure will reduce its cost by 3 instead, leading to this damage increase becoming automatic and free.


Spells

Here, you'll find all new spells and spell changes. These spell changes are meant to bring spells in line with the new mechanics, such as Spell checks, AC-less Defence and wounds. They also work as examples for how Spell levels and Spell Slots are converted to Spell Points. The new spells are introduced to interact with the new mechanics.


New Spells


Amplify

Transmutation (Bard, Sorcerer, Warlock, Wizard). Cost: 0 Spell Points. Casting Time: Reaction, which you take when you see a spell being cast. Range: 30 feet. Components: V, S. Duration: Instantaneous.

You amplify a spell with your own magical prowess. If the result of your Spell check exceeds 10 + the spells cost, the spell is upcast by 3 Spell Points without cost.

Upcasting: Every additional Spell Point spent on this spell is used to upcast the target spell regardless of whether you succeed on the check above.


Assist

Enchantment (Bard, Cleric, Druid). Cost: 0 Spell Points. Casting Time: Reaction, which you take when you see a spell being cast. Range: 30 feet. Components: V, S. Duration: Instantaneous.

You lend the caster your spellcasting ability for their spell. If the result of your Spell check exceeds the current result of the triggering spell, it replaces it.


Aura of Amplification

Transmutation (Bard, Sorcerer). Cost: 9 Spell Points. Casting Time: Action. Range: Self. Components: V, S. Duration: Concentration, up to 1 minute.

An aura radiates from you in a 30-foot Emanation for the duration. While in the aura, spellcasters have their Casting Limit increased by a number of Spell Points equal to your Charisma modifier (at least 1).

When you see a spell being cast in this aura, you can decide at will to have that spell be upcast by a number of Spell Points equal to your Charisma modifier (at least 1) without cost.

When the spell ends, you receive 1 stack of Weavestrain for every 3 Spell Points you've spent on this spell.

Upcasting: For every additional 3 Spell Points spent, the Casting Limit increase and free upcast amount increases by 1.


Chain

Conjuration (Warlock, Wizard). Cost: 6 Spell Points. Casting Time: Action. Range: 30 feet. Components: V, S, M (one foot of iron chains). Duration: Until broken, dispelled, or escaped from.

Choose two body parts, creatures or objects within range and within 10 feet of each other. They make a Constitution saving throw. Objects automatically fail this saving throw, body parts delegate it to their whole creature. When both targets fail, they are bound by a 10 foot iron chain that burrows itself into them, dealing 3d4 Piercing damage each. The targets cannot be separated by more than that length without having to break the chain first, and affected creatures or body parts cannot move or be moved away further from the other target than the chain allows for.

When the chain deals damage to a body part, it triggers a Wound save.

The chain has a Hit DC of 14, a Damage Reduction of 10 and 10 Hit Points. When the Hit Points reach 0, the spell ends.

A creature can pull on the chain to try to pull one of the chained targets, making a Strength (Athletics) check contested by the targets Strength (Athletics) check. Loose objects are treated as if they rolled a 5, fastened objects are treated as if they rolled a 25. If the contesting checks both exceed this spells Spell check, the chain breaks free from the targets, dealing 3d4 Piercing damage to each again and ending the spell. Otherwise, when the puller wins the contest, the target is pulled 5 feet towards them and knocked Prone. If the target is more than one size larger than the puller, they are unaffected.

Upcasting: For every additional Spell Point spent, the Hit Points of the chain increase by 2. For every 2 additional spell points spent, both damage instances are increased by 1d4.


Gift

Evocation (Bard, Cleric, Druid, Ranger, Sorcerer, Wizard). Cost: 3 Spell Points. Casting Time: Action. Range: Touch. Components: V, S. Duration: 10 minutes.

You transfer a part of your magical reserves to a willing creature. Spend any number of Spell Points. The target's Spell Point maximum increases by that number for the duration, and it gains a number of Spell Points equal to that number.

Upcasting: For an additional 3 Spell Points spent, the duration increases to an hour. For another additional 3 Spell Points, the duration increases to 8 hours.


Guard

Abjuration (Bard, Cleric, Druid). Cost: 0 Spell Points. Casting Time: Reaction, which you take when a creature you see rolls is affected by a spell that requires a saving throw. Range: 30 feet. Components: V, S. Duration: Instantaneous.

You try to guard your target from the effects of an incoming spell. They add your Spellcasting ability modifier to their saving throw.

Upcasting: Every additional Spell Point spent gives them an additional +1 to their saving throw.


Inhibit

Enchantment (Cleric, Wizard, Warlock). Cost: 3 Spell Points. Casting Time: Action. Range: 60 feet. Components: V, S. Duration: Concentration, up to 1 minute.

You decrease a spellcasters ability to cast powerful spells. One creature that you can see within range must succeed on a Charisma saving throw or have their Casting Limit reduced by 3 for the duration of this spell. At the end of each of its turns, the target repeats the save, ending the spell on itself on a success.

Upcasting: For every additional Spell Point spent, the Casting Limit reduction increases by 1.


Rewind

Transmutation (Sorcerer, Wizard). Cost: 3 Spell Points. Casting Time: Bonus Action. Range: Self. Components: V, S, M (an hourglass). Duration: Instantaneous.

You seize the time you've left in the past to do something with it now. You can spend any number of Surge Dice to turn them back into actions. You can gain Bonus Actions or Reactions by spending one Surge Die each, and you can gain Actions by spending two Surge Dice each.

Upcasting: You can invest more magical power to seize time you've never had. You can gain more Bonus Actions or Reactions by spending 3 additional Spell Points each, and you can gain more Actions by spending 6 additional Spell Points each.


Thwart

Abjuration (Bard, Sorcerer, Warlock, Wizard). Cost: 0 Spell Points. Casting Time: Reaction, which you take when you see a spell attack. Range: 30 feet. Components: V, S. Duration: Instantaneous.

You try to make the spell attack miss. If the result of your Spell check exceeds the attack roll by more than the triggering spells cost, the spell attack misses its target.

When trying to thwart a critical hit, you roll the Spell check with Disadvantage.


Weavestrike

Evocation (Bard, Paladin, Sorcerer, Warlock, Wizard). Cost: 3 Spell Points. Casting Time: Bonus Action, which you take immediately after hitting a target that has Spell Points with a Melee attack. Range: Self. Component: V. Duration: Instantaneous.

As you hit the target, it loses 3 Spell Points. These lost Spell Points count against its Casting Limit and can thus force it to Overcast.

Upcasting: For every additional Spell Point spent, the number of Spell Points the target loses increases by 1.


Zone of Inhibition

Enchantment (Cleric, Wizard, Warlock). Cost: 12 Spell Points. Casting Time: Action. Range: 60 feet. Components: V, S. Duration: Concentration, up to 1 minute.

You create a magical zone that decreases spellcasters ability to cast powerful spells in a 15-foot-radius Sphere centered on a point within range. Until the spell ends, a creature that enters the spell's area for the first time on a turn or starts its turn there makes a Charisma saving throw. On a failed save, a creature has its Casting Limit reduced by 9 while in the radius.

Upcasting: For every additional 2 Spell Points spent, the Casting Limit reduction increases by 1.


Reworked Spells - Defence


Barkskin

Transmutation (Druid, Ranger). Cost: 6 Spell Points. Casting Time: Bonus Action. Range: Touch. Components: V, S, M (a handful of bark). Duration: 1 hour.

You touch a willing creature. Until the spell ends, the target’s skin assumes a bark-like appearance, and the target has a Damage Reduction of 4 if its Damage Reduction was lower before. Then, its Damage Reduction is increased by 3, for a minimum Damage Reduction of 7.

Upcasting: For every additional 4 Spell points spent, the Damage Reduction is increased by an additional 1.


Blur

Illusion (Sorcerer, Wizard). Cost: 6 Spell Points. Casting Time: Action. Range: Self. Component: V. Duration: Concentration, up to 1 minute.

Your body becomes blurred. For the duration, any creature has Disadvantage on attack rolls against you and your Hit DC increases by 5 for those attacks.

An attacker is unaffected by this spell if they have the Blinded condition, Blindsight, or Truesight.


Cure Wounds

Abjuration (Bard, Cleric, Druid, Paladin, Ranger). Cost: 3 Spell Points. 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 and has all their wounds removed.

Upcasting: For every additional 3 Spell Points spent, the healing increases by 2d8.


Haste

Transmutation (Sorcerer, Wizard). Cost: 9 Spell Points. Casting Time: Action. Range: 30 feet. Components: V, S, M (a shaving of licorice root). Duration: Concentration, up to 1 minute.

Choose a willing creature that you can see within range. Until the spell ends, the target's Speed is doubled, it gains Advantage on Reactions and Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used take only the Attack (one attack only), Dash, Disengage, Hide, or Utilize action.

When the spell ends, the target is Incapacitated and has a Speed of 0 until the end of its next turn, as a wave of lethargy washes over it.


Inflict Wounds

Necromancy (Cleric). Cost: 3 Spell Points. Casting Time: Action. Range: Touch. Components: V, S. Duration: Instantaneous.

A creature you touch makes a Constitution saving throw, taking 2d10 Necrotic damage on a failed save or half as much damage on a successful one.

On a failed save, you may choose to convert any number of the damage dice into wounds. For every converted die, pick a body part that is not already Wounded. The body part is now Wounded.

Upcasting: For every additional 2 Spell Points spent, the damage increases by 1d10.


Mage Armour

Abjuration (Sorcerer, Wizard). Cost: 3 Spell Points. Casting Time: Action. Range: Touch. Components: V, S, M (a piece of cured leather). Duration: 8 hours.

You touch a willing creature who isn’t wearing armor. Until the spell ends, the target's Damage Reduction is increased by 3. The spell ends early if the target dons armor.

Upcasting: For every additional 4 Spell Points spent, the bonus to Damage Reduction increases by 1.


Shield

Abjuration (Sorcerer, Wizard). Cost: 3 Spell Points. Casting Time: Reaction, which you take when you are hit by an attack roll or targeted by the Magic Missile spell. Range: Self. Components: V, S. Duration: Instantaneous.

An imperceptible barrier of magical force protects you. You take no damage from the triggering attack or Magic Missile spell.


Shield of Faith

Abjuration (Cleric, Paladin). Cost: 3 Spell Points. Casting Time: Bonus Action. Range: 60 feet. Components: V, S, M (a prayer scroll). Duration: Concentration, up to 10 minutes.

A shimmering field surrounds a creature of your choice within range, diverting incoming attacks for the duration, granting the creature a +2 bonus to their Hit DC.


Warding Bond

Abjuration (Cleric, Paladin). Cost: 6 Spell Points. Casting Time: Action. Range: Touch. Components: V, S, M (a pair of platinum rings worth 50+ GP each, which you and the target must wear for the duration). Duration: 1 hour.

You touch another creature that is willing and create a mystic connection between you and the target until the spell ends. While the target is within 60 feet of you, it gains a +1 bonus to Damage Reduction and saving throws, and it has Resistance to all damage. Also, each time it takes damage, you take the same amount of damage.

The spell ends if you drop to 0 Hit Points or if you and the target become separated by more than 60 feet. It also ends if the spell is cast again on either of the connected creatures.

Upcasting: For every additional 6 Spell Points spent, the bonus to Damage Reduction and saving throws increases by 1.


Reworked Spells - Spell checks


Counterspell

Abjuration (Sorcerer, Warlock, Wizard) Cost: 9 Spell Points. Casting Time: 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. If their spell costs 9 Spell Points or less, it dissipates. Otherwise, compare your Spell check to theirs. If your Spell check exceeds theirs by more than the other spells additional cost, it also dissipates.

When their spell dissipates like this, it has no effect, and the Action, Bonus Action, or Reaction used to cast it is wasted. If it was cast with Spell Points, they regain the spent Spell Points.

Upcasting: For every additional Spell Point spent, the Spell Point threshold increases by 1. For example, if you spend 3 additional Spell Points, spells with a cost of 12 or less dissipate automatically.


Dispel Magic

Abjuration (Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Warlock, Wizard). Cost: 9 Spell Points. Casting Time: Action. Range: 120 feet. Components: V, S. Duration: Instantaneous.

Choose one creature, object, or magical effect within range. Any ongoing spell on the target that didn't cost more than 9 Spell Points ends. For each ongoing more costly spell on the target, compare your Spell check to its Spell check. If your Spell check exceeds the other by more than the other spells additional cost, the target spell ends.

Upcasting: For every additional Spell Point spent, the Spell Point threshold increases by 1. For example, if you spend 3 additional Spell Points, spells with a cost of 12 or less end automatically.


Spells with adjusted Upcasting

The following only states the changes to the spells upcasting. The rest of the spell remains unchanged.

Roughly, the changes are as follows:


Aid

Upcast: For every additional Spell Point spent, each target gains another 2 Hit Points.


Animal Messenger

Upcast: For every additional Spell Point spent, the spells duration increases by 16 hours.


Armour of Agathys

Upcast: For every additional Spell Point spent, the Cold damage increases by 2 and you gain an additional 2 Temporary Hit Points.


Aura of Vitality

Upcast: For every additional 3 Spell Points spent, the healing increases by 1d6.


Bane

Upcast: For every additional 2 Spell Point spent, you can target another creature.


Banishing Smite

Upcast: For every additional 2 Spell Points spent, the damage increases by 1d10.


Blade Ward

Upcast: For every additional 4 Spell Points spent, the attacker subtracts another 1d4.


Bless

Upcast: For every additional 2 Spell Point spent, you can target another creature.


Blight

Upcast: For every additional 2 Spell Points spent, the damage increases by 1d8.


Blinding Smite

Upcast: For every additional 2 Spell Points spent, the damage increases by 1d8.


Blindness/Deafness

Upcast: For every additional 2 Spell Point spent, you can target another creature.


Circle of Death

Upcast: For every additional 2 Spell Points spent, the damage increases by 1d8.


Conjure Minor Elementals

Upcast: For every additional 4 Spell Points spent, the damage increases by 1d8.


Conjure Volley

Upcast: For every additional 3 Spell Points spent, the damage increases by 1d8.


Contagion

Upcast: For every additional 2 Spell Points spent, the damage increases by 1d8.


Cordon of Arrows

Upcast: For every additional Spell Point spent, another piece of ammunition can be affected.


Create Undead

Upcast: For every additional 3 Spell Points spent, you can animate or reassert control over one additional Ghoul. If you've spent at least 6 additional Spell Points, you can animate or reassert control over one Ghast or Wight instead of two Ghouls each. If you've spent at least 9 additional Spell Points, you can animate or reassert control over one Mummy instead of three Ghouls each.


Crusaders Mantle

Upcast: For every additional 4 Spell Points spent, the bonus damage increases by 1d4.


Delayed Blast Fireball

Upcast: For every additional 2 Spell Points spent, the damage increases by 1d6.


Destructive Wave

Upcast: For every additional 3 Spell Points spent, the damage increases by 1d6.


Disintegrate

Upcast: For every additional Spell Point spent, the damage increases by 1d6.


Dissonant Whispers

Upcast: For every additional 2 Spell Points spent, the damage increases by 1d6.


Divine Favor

Upcast: For every additional 4 Spell Points spent, the damage increases by 1d4.


Divine Smite

Upcast: For every additional 2 Spell Points spent, the damage increases by 1d8.


Elemental Weapon

Upcast: For every additional 6 Spell Points spent, the bonus to attack rolls increases by 1 and the bonus damage increases by 1d4.


False Life

Upcast: For every additional Spell Point spent, you gain 2 additional Temporary Hit Points.


Finger of Death

Upcast: For every additional Spell Point spent, the damage increases by 1d8.


Fire Shield

Upcast: For every additional 4 Spell Points spent, the damage increases by 1d8.


Fire Storm

Upcast: For every additional 2 Spell Points spent, you can place one additional cube.


Fount of Moonlight

Upcast: For every additional 4 Spell Points spent, the damage increases by 1d6.


Guiding Bolt

Upcast: For every additional 2 Spell Points spent, the damage increases by 1d6.


Harm

Upcast: For every additional Spell Point spent, the damage increases by 1d6.


Heal

Upcast: For every additional Spell Point spent, the healing increases by 5.


Hellish Rebuke

Upcast: For every additional 2 Spell Points spent, the damage increases by 1d10.


Incendiary Cloud

Upcast: For every additional 2 Spell Points spent, the damage increases by 1d8.


Magic Missile

Upcast: For every additional 2 Spell Points spent, the spell creates one more dart.


Mass Heal

Upcast: For every additional Spell Point spent, the healing increases by 20.


Melf's Acid Arrow

Upcast: For every additional 2 Spell Points spent, the damage increases by 1d4 each.


Meteor Swarm

Upcast: For every additional 3 Spell Points spent, the damage increases by 1d6 each.


Mind Spike

Upcast: For every additional 2 Spell Points spent, the damage increases by 1d8.


Mordenkainen's Faithful Hound

Upcast: For every additional 3 Spell Points spent, the damage increases by 1d8.


Mordenkainen's Sword

Upcast: For every additional 3 Spell Points spent, the damage increases by 1d12.


Power Word Fortify

Upcast: For every additional Spell Point spent, the amount of Temporary Hit Points increases by 5.


Power Word Kill

Upcast: For every additional 2 Spell Points spent, the damage increases by 1d12.


Ray of Sickness

Upcast: For every additional 2 Spell Points spent, the damage increases by 1d8.


Regenerate

Upcast: For every additional 2 Spell Points spent, the healing increases by 1d8.


Resistance

Upcast: For every additional 4 Spell Points spent, the damage is reduced by an additional 1d4.


Shining Smite

Upcast: For every additional 2 Spell Points spent, the damage increases by 1d6.


Staggering Smite

Upcast: For every additional 2 Spell Points spent, the damage increases by 1d6.


Steel Wind Strike

Upcast: For every additional 3 Spell Points spent, the damage increases by 1d10.


Sunbeam

Upcast: For every additional 3 Spell Points spent, the damage increases by 1d8.


Sunburst

Upcast: For every additional 3 Spell Points spent, the damage increases by 1d6.


Synaptic Static

Upcast: For every additional 3 Spell Points spent, the damage increases by 1d6.


Thunderous Smite

Upcast: For every additional 2 Spell Points spent, the damage increases by 1d6.


Weird

Upcast: For every additional 3 Spell Points spent, the initial damage increases by 1d10. For every additional 6 Spell Points spent, the repeated damage increases by 1d10.


Witch Bolt

Upcast: For every additional 2 Spell Points spent, the initial damage increases by 1d12. For every additional 4 Spell Points spent, the repeated damage increases by 1d12.


Wrathful Smite

Upcast: For every additional 2 Spell Points spent, the damage increases by 1d6.


Rite of Regeneration

When a creature has a disabled or malfunctioning body part, the Rite of Regeneration is the go-to magical way to treat it.

Prerequisites: To be able to perform a Rite of Regeneration, a spellcaster has to be able to cast the Cure Wounds spell.

Performing a Rite of Regeneration: A Rite of Regeneration is performed on a singular target creature and lead by one character, the conductor, that rolls all the required rolls, and takes 10 minutes. To successfully perform a Rite of Regeneration, the conductor must succeed on three DC 30 Regeneration checks, as described below.

After three Regeneration checks succeeded, the treated body part is no longer disabled. Instead, it is wounded until the target takes a long rest. Afterwards, the body part is healthy again.

Rolling a Regeneration check: To roll a Regeneration check, the conductor casts Cure Wounds on the target, upcasting if they choose to. The Spell check of this casting is the initial value of the Regeneration check. Any healing transmitted through this casting is also added to the result. If the result is at least 30, the check succeeds.

Rolling a 20: When a 20 is rolled on the d20 of the Spell check, the Rite of Regeneration succeeds without the need for further Regeneration checks.

Failing a Regeneration check: A failed Regeneration check does not make the Rite of Regeneration fail. Instead, when a Regeneration check fails, the target needs to succeed on a DC 15 Constitution saving throw to not receive one level of Exhaustion.

Rolling a 1: When a 1 is rolled on the d20 of the Spell check, the Regeneration check automatically fails and the target receives one level of Exhaustion in addition to taking the consequences above.

Assisting a Rite of Regeneration: Creatures that are also able to cast Cure Wounds may take the Help Action on all of their turns during the Rite to give Advantage on the Regeneration checks. When doing so, they may cast the spell instead of the conductor, using a spell slot of their own.

Creatures that are able to heal the target creature can assist by using their healing abilities during the Rite and before a Regeneration check is rolled. Any healing transmitted to the target will be added to the next Regeneration check.

Interrupting a Rite of Regeneration: When a Rite of Regeneration is interrupted, the disability remains fully untreated and all resources used during the Rite remain spent.

The Rite is interrupted when the following conditions are not met:


Example Scenario

A Thief Rogue flew a bit too close to the sun and had his left leg disabled by the nasty bite attack of a Guard Drake that was not ready to let him pass. Lucky as he is, one of his associates is a Life Domain Cleric that is willing to help, and they've met in an isolated place to minimize disruption. Only their Bard friend presents a significant threat in that regard, though they did offer some Bardic Inspiration to help. The Cleric starts the Rite as its conductor and rolls the first Regeneration check. She rolls the d20 for a 7, adds her spellcasting modifier of +5 for a 12, and casts Cure Wounds with a first level spell slot, for 12 (2d8+3) healing by the spell and 2 healing from the Life Domains Disciple of Life feature, for a total of 26. This is not enough, but with the use of the Bardic Inspiration die the Bard oh-so-graciously offered the check total is a 31, barely making the Regeneration check succeed. Only two more successes to go, and the leg will be properly usable again!