D&D 5E 5E's versatile spellcasting

I've always interpretted 'At Will' as 'as often as needed for a particular adventure but not to the point of 10/minute, 600/hour, 14400/day'.

A few dozen is a good limit, but not worth tracking.

"I shall now use Phlem Spurt my 'at-aoanfapabnttpo10/600/14400' power."

I can spit at-will but eventually I'll run out.
 

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I can't sing praises enough for this system. It feels more like mana per level rather than preparation spell slot nonsense. Also the concentration DOES limit casters to balance the system beautifully. You don't feel useless when you use your spells because cantrips are a viable option, it requires you to actually strategize from the concentration aspect... man they just nailed it with this. I just love it.
 

The new casting mechanics are one of my favorite things about the new edition. Not only do they make playing a caster more fun, IMO, they also make them much more balanced with non-casters.
 

One thing I might have wished ported in from Arcana Unearthed: the ability to break apart and combine spells slots. Break a third level slot into a 2nd and a 1st, or 3 1st. Combine a 1st and 2nd into a single 3rd level slot. Something like that.

I also loved the idea of common, uncommon and rare spells from that product, as a way of highlighting and limiting the potentially game-breaking spells. (In that product, everyone got common spells, only certain classes got uncommon ones, and you had to spend a feat to learn a single rare spell.
 

While this has been touched on in many threads, I think it deserves its own.

At will casting, both through cantrips and rituals, as or more generous then 4E. Hybrid prepared/spontaneous casting. And, if that was not enough, spells that can be spontaneously cast at different levels.

You seem to be concerned that casters are overpowered now. Let me assure you, that isn't the case. Casters have gained much, but they've lost much more. They get far, far fewer spells per day now, especially at higher levels. Casters can also only prepare (level + ability mod) spells at a time now, which means they don't have near the potential spell selection they cold have before. Further, concentration limits casters to only using only one powerful buff or attack spell at a time. You no longer will see flying, invisible, stoneskinned mages who are simultaneously dominating several monsters, etc. They can do only one of those things at a time, and their concentration can be easily ended with damage.

Further, spells no longer scale automatically with caster level, growing more and more powerful for free. Now, if you want more oomph out of a spell, you have to cast it with a higher level slot. Plus, many of the spells are far less powerful than they were before. For example, Dominate Person, which used to last for days, now lasts 1 minute, unless you cast it in a higher level slot, and even then it lasts no more than 8 hours as a 9th level spell. It also offers a new save each time they target takes damage. Teleport was 5th level, and now is 7th, and there is no teleport without error. Knock opens only one lock, and makes an incredibly loud noise when cast. Save-or-die and save-or-suck spells are pretty much gone. Most spells that impose debilitating effects offer repeated chances to save, and save-or-dies like disintegrate and finger of death now just deal damage (no more damage than a fighter at that level can do).
 

The sorceror might be able to do that, turning lower spell slots into sorceror points and then baco into higher spellsl slots.
 





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