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:
- If a non-cantrip spell targets a single creature and only deals damage once, it now uses one additional damage die for every additional 2 Spell Points spent if it needed 3 before.
- If a spells upcasting bonus for 3 Spell Points can be roughly divided to be scaled by one or two Spell Point increments instead, it now is.
- If a scalable spell couldn't be upcast before, it now can be.
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.