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*Dungeons & Dragons
5 Years in: Concentration
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<blockquote data-quote="jgsugden" data-source="post: 7925523" data-attributes="member: 2629"><p>I play as is, but I have a lot of home brew spells in my game, and many of the ignore cncentration or bypass it by combining the core elements of two spells that require concentration into one. For example, I put Wraithform into the game as a 6th leel spell that allows the wizard to fly, be improved invisible and pass throuh gaps as small as 1 inch (treating anything they need to side through as difficult terrain). It is concentration and lasts only a minute, but it serves several purposes. </p><p></p><p>I also introduced a few magical items that assist with concentration, but at the cost of an attunement slot. When I make intelligenct magical items that can cast a concentration spell, the item concentrates, not the PC wielding the item. I also have a magic ring in my game that will maintain concentration for you on one spell that targets only you. The uncommon version will do only a cantrip or 1st level spell. The rare version does up to 2nd level. The very rare version up to 3rd. The legendary up to 5th. It requires attunement and has a few other minor features, but the maintaining cncentration is the main grab. When you take damage, the ringalso has to make concentration checks.</p><p></p><p>Finally, a good number of parties I've been in/run have made use of a ring of spell storing to allow the melee PCs to be concentrating on buff spells for the party rather than just the spellcasters. Making use of those other PCs' concentration for buffs is a way to effectively expans how much concentration a wizard can do.</p><p></p><p>Finally, in higher magic games I run, I did insert a variant rule (but it s only in some games in high magic worlds): Spellcasters have concentration points. The concentration points are equal to half your spellcasting level, rounded up (so wizards, clerics, etc... get one every other level starting at one; rangers and paladins every third level starting at 1; eldritch knights, arcane tricksters get them every 4 levels starting at one). Concentrating on one spell requires one concentration point per spell level. Adding a second requires one concetration per spell level plus one additional point. Adding a third requires once concentration point per spell level plus two. Thus, an 11th level caster could concentrate on three first level spells using their 6 concentration points (1 + (1 + 1) + (1 + 2)), or a fourth and a first (4 + (1 +1)); or a second and third (2 + (3 + 1)). When concentrating on multiple spells, any concentration checks you make are at disadvantage, and you must roll them in the reverse order of casting (so that if the 2nd spell you cast fails, when you make the check for the first spell you are non longer at disadvantage).</p></blockquote><p></p>
[QUOTE="jgsugden, post: 7925523, member: 2629"] I play as is, but I have a lot of home brew spells in my game, and many of the ignore cncentration or bypass it by combining the core elements of two spells that require concentration into one. For example, I put Wraithform into the game as a 6th leel spell that allows the wizard to fly, be improved invisible and pass throuh gaps as small as 1 inch (treating anything they need to side through as difficult terrain). It is concentration and lasts only a minute, but it serves several purposes. I also introduced a few magical items that assist with concentration, but at the cost of an attunement slot. When I make intelligenct magical items that can cast a concentration spell, the item concentrates, not the PC wielding the item. I also have a magic ring in my game that will maintain concentration for you on one spell that targets only you. The uncommon version will do only a cantrip or 1st level spell. The rare version does up to 2nd level. The very rare version up to 3rd. The legendary up to 5th. It requires attunement and has a few other minor features, but the maintaining cncentration is the main grab. When you take damage, the ringalso has to make concentration checks. Finally, a good number of parties I've been in/run have made use of a ring of spell storing to allow the melee PCs to be concentrating on buff spells for the party rather than just the spellcasters. Making use of those other PCs' concentration for buffs is a way to effectively expans how much concentration a wizard can do. Finally, in higher magic games I run, I did insert a variant rule (but it s only in some games in high magic worlds): Spellcasters have concentration points. The concentration points are equal to half your spellcasting level, rounded up (so wizards, clerics, etc... get one every other level starting at one; rangers and paladins every third level starting at 1; eldritch knights, arcane tricksters get them every 4 levels starting at one). Concentrating on one spell requires one concentration point per spell level. Adding a second requires one concetration per spell level plus one additional point. Adding a third requires once concentration point per spell level plus two. Thus, an 11th level caster could concentrate on three first level spells using their 6 concentration points (1 + (1 + 1) + (1 + 2)), or a fourth and a first (4 + (1 +1)); or a second and third (2 + (3 + 1)). When concentrating on multiple spells, any concentration checks you make are at disadvantage, and you must roll them in the reverse order of casting (so that if the 2nd spell you cast fails, when you make the check for the first spell you are non longer at disadvantage). [/QUOTE]
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