So having run several campaigns in 5e, there are a few houserules I am considering for my newest one. Part of this campaign will be that the party operates as team connected to a very powerful city (which even has access to 9th level spells). This means that certain spells that would normally be above the party's paygrade are available to them. Doesn't mean they get them like candy, but there is a reasonable expectation that certain high level "fixes" are out there when needed, especially in crucial moments. I want to curb a few of them, without outright removing them, to provide a little high level flair without having to think about how to thwart high level magic all of the time.
So here is the list.
1) Divination/Augury/Commune: Every time this spell is cast on the same subject per day, there is a 25% cumulative chance that you get no answer.
So the key change is this no longer applies to just a person casting, but EVERYONE. This means if you cast divination on a subject, and then ask your neighbor to cast, the cumulative chance adds up. This is so that divinations are still present but a little reigned in. I can sometimes let them work, sometimes that topic is so commonly divined that you don't get an answer. And it prevents a group of 5 wizards to just divination bomb a particular problem.
2) Gate: Effects that block divinations prevent a gate from pulling in a creature.
This is to give my big bads a little plot protection. Normally once a party learned a bad guys name, it would simply be a matter of getting a gate requested and then arresting or destroying the target at their convienence (again the city wouldn't do that willy nilly, but for a nasty notorius bad guy why wouldn't use cast such a spell). So this gives a few ways to counteract that.
3) Modify Memory: If the spell is cast 3 times on the same subject and involving the same memory, the effect because instantaneous and can't be removed.
One of the things about being an agent in such a powerful city, is you would expect them from time to time to get a routine remove curse/greater restoration cast on them. Especially a remove curse, it would be like getting your annual check up. So I want to ensure certain spells like modify memory can still hold up...but it takes some real effort to do it.
4) Geas: The damage is 5d10 psychic damage + 2 fatigue, and it occurs every time you violate the act (not just once per day). In order to remove a geas, you must cast a spell at a higher level than the geas was cast. When the geas is removed, you immediately take the damage one more time.
At higher levels, Geas adds +2d10 damage per level increased.
I like Geas, but I really want it to hurt. If you have a Geas as a medium to high level character, you are seriously going to think about it, as opposed to just "oh a little damage, cleric heal me up I am good for the day". So this is meant to be a very strong buff to what I think is a cool plot spell.
5) Dispel Magic: A dispel magic check automatically fails against a spell 3 or more levels higher than the dispel.
This is actually an issue I have from my previous campaigns as well. It is way too easy for mid level parties to dispel any magic effect that have with enough casts. "There is a tomb protected by a 9th level effect!" "No problem, just give me a few casts of dispel and we will take care of it".
I don't mind dispels going a little above their pay grade, but the idea that a base dispel from a 5th level character can take out 9th level spells from a 20th level one is just a bit too much for me.
6) Counterspell: Removed
There are a lot of comments on the boards about counterspell and its power. At the end of day, I just find it unfun. Its unfun when the few spellcasters I run get neutered by one of the party, because I get maybe 3 rounds in a 5e combat and one of them is a waste of time. Its unfun for the players when they see an enemy wizard and know that one of them is going to lose their turn due to counterspell.
I think the game gains more than it loses by the removal of this spell.
So let me know your thoughts about these.
So here is the list.
1) Divination/Augury/Commune: Every time this spell is cast on the same subject per day, there is a 25% cumulative chance that you get no answer.
So the key change is this no longer applies to just a person casting, but EVERYONE. This means if you cast divination on a subject, and then ask your neighbor to cast, the cumulative chance adds up. This is so that divinations are still present but a little reigned in. I can sometimes let them work, sometimes that topic is so commonly divined that you don't get an answer. And it prevents a group of 5 wizards to just divination bomb a particular problem.
2) Gate: Effects that block divinations prevent a gate from pulling in a creature.
This is to give my big bads a little plot protection. Normally once a party learned a bad guys name, it would simply be a matter of getting a gate requested and then arresting or destroying the target at their convienence (again the city wouldn't do that willy nilly, but for a nasty notorius bad guy why wouldn't use cast such a spell). So this gives a few ways to counteract that.
3) Modify Memory: If the spell is cast 3 times on the same subject and involving the same memory, the effect because instantaneous and can't be removed.
One of the things about being an agent in such a powerful city, is you would expect them from time to time to get a routine remove curse/greater restoration cast on them. Especially a remove curse, it would be like getting your annual check up. So I want to ensure certain spells like modify memory can still hold up...but it takes some real effort to do it.
4) Geas: The damage is 5d10 psychic damage + 2 fatigue, and it occurs every time you violate the act (not just once per day). In order to remove a geas, you must cast a spell at a higher level than the geas was cast. When the geas is removed, you immediately take the damage one more time.
At higher levels, Geas adds +2d10 damage per level increased.
I like Geas, but I really want it to hurt. If you have a Geas as a medium to high level character, you are seriously going to think about it, as opposed to just "oh a little damage, cleric heal me up I am good for the day". So this is meant to be a very strong buff to what I think is a cool plot spell.
5) Dispel Magic: A dispel magic check automatically fails against a spell 3 or more levels higher than the dispel.
This is actually an issue I have from my previous campaigns as well. It is way too easy for mid level parties to dispel any magic effect that have with enough casts. "There is a tomb protected by a 9th level effect!" "No problem, just give me a few casts of dispel and we will take care of it".
I don't mind dispels going a little above their pay grade, but the idea that a base dispel from a 5th level character can take out 9th level spells from a 20th level one is just a bit too much for me.
6) Counterspell: Removed
There are a lot of comments on the boards about counterspell and its power. At the end of day, I just find it unfun. Its unfun when the few spellcasters I run get neutered by one of the party, because I get maybe 3 rounds in a 5e combat and one of them is a waste of time. Its unfun for the players when they see an enemy wizard and know that one of them is going to lose their turn due to counterspell.
I think the game gains more than it loses by the removal of this spell.
So let me know your thoughts about these.
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