Spells

Most spells involving resurrection are banned. This is done for multiple in-world reasons as well as gameplay. The following spells are therefor not allowed:

* Revivify
* Raise Dead
* Reincarnate
* Resurrection
* True Resurrection

This does not mean there is no resurrection in the world at all, but it is not something that can be performed just by spending gold. Resurrection may be possible through other means, requiring long rituals, rare materials or similar.

## General Enhancements for Variety

For the purpose of allowing more creativity and diversity in the use of spells the following two rules will apply during campaigns in this world, although asking the GM first is advised:

#### Personal Spells

Spells can take different forms depending on the person casting them. Including different preferences on how to cast them as well as how they appear. For example some peoples fireballs might simply appear as blue flames or ones misty step might turn them into fast moving smoke while another persons misty step would make them turn into glowing embers before reassembling at another.

For more drastic changes like turning a Firebolt into an Icebolt, changes of the effects might also be allowed an can either be viewed as a personalized casting of the spell or simply a different spell altogether. In any case none of these changes should ever be done for mechanical gain like turning every damaging spell into ice spells simply for the purpose of gaining more benefits from features that would increase cold damage. Also in most cases personalized spells are final and usually don't change. Your personalized Icebolt can't simply become a Firebolt again just because fire would be more useful in the current situation.

### Empowered Spells

In some cases spells might be allowed to have greater effects than their spell text would give them. This might be achieved by casting the spell for a much longer time, spending greater spell slots, casting same spell with multiple casters together or using special resources. The point of this rule is not to turn a 1d8 damage spell into a 2d8 damage spell, but rather to give greater creativity to the casting of spells. One might be allowed to cast Protection from Evil and Good on a creature using one or multiple of the mentioned ways of empowerment to make the spell last longer or possibly affect objects or locations. Again the point of this rule is not to simply gain greater mechanical power, but rather to offer more interesting ways to solve problems and use spells.

## Changed Spells:

### Find Familiar

Works as usual, but any tiny beast of CR 0 can be chosen as your familiar in addition to the normal list. You may also choose a living beast that you would be able to summon as your familiar. The beast must be willing and stay within 5 feet of your for the duration of the cast.

### Earthbind

In addition to the usual effects: A creature on the ground makes a strength saving throw at the start of each its turns. On a fail, the creature falls prone. On a success it manages to stand, but still has it's movement speed reduced by 10 feet.

## New Spells

### Dimont's Floating Steps

2nd-level transmutation (ritual)

**Casting time:** 1 action

**Range:** Self

**Components**: S, M (A feather of a hummingbird)

**Duration:** 8 hours

You gain a flying (hover) speed equal to your movement speed. Using this flying you can only fly at a height of 4 inches (10cm) above the ground. You ignore non-magical difficult terrain. When above water, your movement speed is halved.

As a reaction you can dismiss this spell and gain the effects of a feather fall spell

**Classes:** Wizard, Bard