Spells

## **Altered Spell Systems**

**All Charm Spells**:

* The target of an enchantment spell is not necessarily aware of the effect afterwards, but could be based on a successful Charisma saving throw (the spell DC of the caster). If their use of charm is subtle and careful, the Charisma saving throw is taken at disadvantage. If the caster used their magical powers blatantly or abusively, the saving throw is at advantage, or perhaps is declared an automatic success.

**Druid/Ranger Spells**:

* All spells that use Mistletoe as a material component, consume the component and turn it to dust.

**Raise Dead, Reincarnation, Resurrection, True Resurrection**:

* These spells are rarely used, not merely due to the cost, but also due to a number of superstitions related to possible consequences. Many priests believe that to cast such a spell, someone somewhere else has to die. In some cases, churches will preemptively sacrifice someone in order to appease the goddess of death.
* Everytime one of these spells is cast, the victim/target of the spell needs to make a Wis Save with a DC related to the time scale of how long they have been dead relative to the spell (i.e. for Raise Dead which requires the body to have been dead no more than 10 days, the DC if the spell is done right away the DC is 10, if the clock is ticking on 10 days the DC is 20). This save is done secret to the PC. If the save fails, they suffer from some sort of possibly permanent side effects such as being haunted, or coming back wrong.

## **Altered Spells:**

* Its effective range is the range of the weapon used
* Casting Time: Bonus Action
* Duration: Concentration (up to 1 minute) + 1 round
* Effect :1d4 added on your next attack roll and 1d4 to damage; allows you to ignore 1/2 and 3/4 cover;

**ACID SPLASH**

* Range: 60 feet
* Components: V, S
* You hurl a bubble of acid at a 10-foot square centered on a point you choose within range. Each creature in that area must succeed on a Dexterity saving throw or take 1d6 acid damage.
* At Higher Levels
	+ 5th Level: The acid lingers in the affected area until the start of your next turn, any creature that enters the area or ends their turn in the area takes 1d6 acid damage.
	+ 11th Level: The initial damage and the additional damage increases to 2d6
	+ 17th Level: The acid lingers in the affected area for one additional round

**Blade Ward**:

* Range is changed to self;
* Casting Time: 1 Action, reaction for subsequent effects
* Duration: Concentration (up to 1 minute)
* Effect: You receive resistance to the next attack that does slashing, bludgeoning, or piercing damage, and can use your reaction after that initial hit to apply resistance to an bludgeoning, piercing or slashing attack that turn.

**FRIENDS**

* Casting Time: 1 action
* Duration: 1 minute
* For the duration, you have advantage on all Charisma checks directed at one creature of your choice that isn’t hostile toward you. When the spell ends, the creature realizes that you used magic to influence its mood and becomes hostile toward you. A creature prone to violence might attack you. Another creature might seek retribution in other ways (at the DM’s discretion), depending on the nature of your interaction with it. The verbal component of this spell may be slipped into casual conversation.
* At Higher Levels
	+ 5th Level: The duration is extended to 10 minutes.
	+ 11th Level: The target must succeed a Charisma saving throw when the spell ends to determine if it was influenced by magic.
	+ 17th Level: when the spell ends, the target is unaware that they were influenced by magic.

SPARE THE DYING

* Casting Time: 1 action
* Range: Touch
* You touch a living creature that has 0 hit points. The creature becomes stable and its failed death saving throw count decreases by 1 (see my homebrew death rule). Until the target regains consciousness it continues making death saving throws, regaining 1 hit point if it rolls a 20 on the d20. Additionally, the target cannot become undead for the next minute. This spell has no effect on undead or constructs.
* At Higher Levels
	+ 5th Level: the range increases by 10 feet, the target regains 1 hit point (and gains a point of exhaustion) if it rolls a 15 or higher on the d20 roll when making a death saving throw, and they cannot become undead for the next 10 minutes.
	+ 11th Level: the range increases by 20 feet, the target regains 1 hit point (and gains a point of exhaustion) if it rolls a 10 or higher on the d20 roll when making a death saving throw, and they cannot become undead for the next 10 minutes.
	+ 17th Level: the range increases by 30 feet, the target regains 1 hit point (and gains a point of exhaustion) and can immediately spend 1 hit hice if it rolls a 10 or higher on the d20 roll when making a death saving throw, and they cannot become undead for the next 24 hours.

GUST

* Casting Time: 1 action
* Range: 30 feet
* You seize the air and compel it to create one of the following effects at a point you can see within range:
	+ One Medium or smaller creature that you choose must succeed on a Strength saving throw or be shoved up to 10 feet away from you. If the target collides with a large object (such as a wall) as part of this movement it suffers 1d4 bludgeoning damage per 5 feet it was forcibly moved.
	+ You create a small blast of air capable of moving one object that is neither held nor carried and that weighs no more than 5 pounds. The object is pushed up to 10 feet away from you.
	+ You create a harmless sensory effect using air, such as causing leaves to rustle, wind to slam shutters shut, or your clothing to ripple in a breeze.

* At Higher Levels
	+ 5th Level: A target creature or object is pushed up to 20 feet away from you. The spell now targets objects in a 5-foot cube.
	+ 11th Level: a target creature or object is pushed up to 30 feet away from you. Large creatures can be targeted by the spell and on a failed save they are pushed half the normal distance. If you cast this spell while making a long or high jump and target yourself, the distance you can cover increases by 5 feet.
	+ 17th Level: a target creature or object is pushed up to 40 feet away from you. Huge creatures can be targeted by the spell and on a failed save they are pushed a quarter of the normal distance. If you cast this spell while making a long or high jump and target yourself, the distance you can cover increases by 10 feet.

POISON SPRAY

* Casting Time: 1 action
* Range: 10 feet
* You extend your hand toward a creature you can see within range and project a puff of noxious gas from your palm. The creature must succeed on a Constitution saving throw or take 1d8 poison damage and become poisoned until the start of your next turn.
* At Higher Levels
	+ 5th Level: The range increases to 20 feet, and the damage increases to 2d8.
	+ 11th Level: The range increase to 30 feet, and the damage increases to 3d8.
	+ 17th Level: The range increase to 60 feet, and the damage increases to 4d8.

THUNDERCLAP

* Range: 5 feet
* Components: S
* You create a burst of thunderous sound that can be heard up to 100 feet away. Each creature within range, other than you, must succeed on a Constitution saving throw or take 1d6 thunder damage and be pushed to just outside the spell’s range. If two creatures would share the same space, the farther one from the caster is pushed 5ft farther.

* At Higher Levels
	+ 5th Level: the spell can be heard up to 200 feet way, the damage increases to 2d6, and the range increases to 10 feet.
	+ 11th Level: the spell can be heard up to 300 feet way, the damage increases to 3d6, and the range increases to 15 feet.
	+ 17th Level: the spell can be heard up to 500 feet way, the damage increases to 4d6, and the range increases to 20 feet

SWORD BURST

* Casting Time: 1 Action
* Range: 5 feet
* Components: V
* You create a momentary circle of spectral blades that sweep around you. Each creature within range, other than you, must succeed on a Dexterity saving throw or take 1d6 force damage. You cannot be flanked until the end of your next turn.
* At Higher Levels
	+ 5th Level: The range increases to 10 feet, the damage increases to 2d6, and you gain a +1 bonus to your AC until the end of your next turn.
	+ 11th Level: The range increases to 15 feet, the damage increases to 3d6, and you gain a +2 bonus to your AC until the end of your next turn.
	+ 17th Level: The range increases to 20 feet, the damage increases to 4d6, and you gain a +3 bonus to your AC until the end of your next turn.

TRUE STRIKE

* Casting Time: 1 action
* Range: 30 feet
* Components: S
* Duration: 1 Round
* You point a finger at a target in range. Your magic grants a brief insight into the target's defenses. Before the end of your next turn, the next non-spell attack you make against the target hits it without requiring an attack roll.
* At Higher Levels
	+ 5th Level: The range increases to 60 feet.
	+ 11th Level: All allies within range benefit from this spell.
	+ 17th Level: The duration is extended to 3 rounds for you only, and the range extends to the range of the weapon.

**Level 1 Spells**:

**Witch Bolt**

* damage rolls for subsequent damage is also increased if a higher spell slot is used;
* Range of the continuing effect is increased to 60'

**Level 2 Spells**

**Barkskin**:

* Duration: 1 Hour (no concentration)
* Effect: User gets +2 to AC rather than static 16 AC

**Flame Blade**:

* Spell is no longer concentration
* Upbased spell slots add 1d6 per level, rather than 1d6 per 2 levels

**Crown of Madness:**

* In addition to the other effects of this spell, the victim of the spell can be forced to move toward a target that the caster suggests, and then attack;
* The caster only needs to use bonus actions to direct them, or can use a full action. If they use a full action the victim gets disadvantage on their saving throws to shove off the effects of the spell

**Confusion**:

* Subsequent wisdom saves are taken at a disadvantage, to shake off effects of the spell;

**Find Trap:**

* Duration: 1 Hour (Concentration)
* Range: 120 ft. open air, 30 ft of stone, 1 inch of adamantite, lead or mithril will block it;
* The spell alerts the character visually and through other senses to the presence of intentionally created traps with the above distance, . Usually they see a faint glow, or feel an uneasy feeling. This will not detect the presence of 100% naturally occurring hazards. This does not allow the caster to know what the trap does explicitly, nor does it necessarily aid in disarming the trap, but it does allow them to know where the dangers are.

**Level 3 Spells**

**Mordenkainen's Sword:**

* No longer requires concentration, but does require the caster to be conscious;

**Grasping Vine:**

* Does not require concentration to remain active, but does require the caster to be consious;

**Tensers Transformation:**

* Does not require concentration, but does require the caster to be consious;
* Additionally, for every spell slot above 6 used to cast it, increases the duration by an additional 10 minutes, and increases the hitpoints given by 20 HP.
* The spell does not grant proficiency for any armor, but does grant an AC of 16 (like barkskin)

**Investiture of Fire, Ice, Stone and Wind:**

* Does not require concentration, but does require the caster to be conscious, though the spell can be turned off at will, or turned back on within the duration if the caster uses an action.

**Wierd**:

* All saving throws against this spell are taken at disadvantage