Inspired by a hashtag over in the "remove damage cantrips" thread, I though how we could make spells hurt more while maintaining some semblance of balance. This is my attempt:
#BOOMBIGGEN
Most spells (includign cantrips) that take 1 action to cast now take 2 actions. Casting a 2 action spell requires concentration, but you can maintain concentration on another spell or effect while doing so. If your concentration is broken, the spell is lost and its slot is wasted. You can cast other spells while casting a 2 action spell with a bonus action or reaction casting time, but only if the components of the spells do not overlap.
When you cast a spell as a 2 action spell, its save DC and spell attack accuracy is increased by 2, and its damage or healing dice are doubled. Quicken spell can be applied to 2 action spells, but then those modifiers are not applied to the resulting bonus action spell.
If you fail to use your next turn's action to finish a 2 action spell, the spell fails and any slot used is wasted.
Exceptions: Spells that do not require a save and have no spell attack roll and do not deal damage and do not heal still only require 1 action to cast. As an example, Dimension Door. Polymorph can require a save, so it is a 2 action spell even when cast on an ally.
Spells whose casting time is a bonus action or reaction are unchanged.
Example: A level 5 wizard with 18 int casting fireball has a 17 save DC and 16d6 (avg 56) damage. Firebolt has a +9 spell attack roll and deals 4d10 (22 avg).
His friend the level 5 18 cha warlock can EB for +9 @ 2d10+4 x2 (30 avg).
The dragon sorcerer can quicken firebolt (2d10+4, 15) start casting fireball, finish fireball next turn (16d6+4, 60 avg), then quicken firebolt for (2d10+4, 15).
Charlie the Cleric casts a 3rd level mass healing word. It is unchanged, as a bonus action spell, and heaks for 1d4+4 (6.5 average). But later she casts a 3rd level cure wounds or a 5th level mass cure wounds, either heals for 6d8+4 (31 avg) on each target but takes 2 actions to cast.
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Design Notes:
This increases efficiency of spell slots generally if you can avoid having concentration disrupted. Damage per action remains very similar. +2 ATK/Save is intended to boost reliability to make up for variance increase (which hurts players) and keep save-or-suck from completely sucking. Legendary resists are probably still a problem, as forcing a save is twice as hard now.
#BOOMBIGGEN
Most spells (includign cantrips) that take 1 action to cast now take 2 actions. Casting a 2 action spell requires concentration, but you can maintain concentration on another spell or effect while doing so. If your concentration is broken, the spell is lost and its slot is wasted. You can cast other spells while casting a 2 action spell with a bonus action or reaction casting time, but only if the components of the spells do not overlap.
When you cast a spell as a 2 action spell, its save DC and spell attack accuracy is increased by 2, and its damage or healing dice are doubled. Quicken spell can be applied to 2 action spells, but then those modifiers are not applied to the resulting bonus action spell.
If you fail to use your next turn's action to finish a 2 action spell, the spell fails and any slot used is wasted.
Exceptions: Spells that do not require a save and have no spell attack roll and do not deal damage and do not heal still only require 1 action to cast. As an example, Dimension Door. Polymorph can require a save, so it is a 2 action spell even when cast on an ally.
Spells whose casting time is a bonus action or reaction are unchanged.
Example: A level 5 wizard with 18 int casting fireball has a 17 save DC and 16d6 (avg 56) damage. Firebolt has a +9 spell attack roll and deals 4d10 (22 avg).
His friend the level 5 18 cha warlock can EB for +9 @ 2d10+4 x2 (30 avg).
The dragon sorcerer can quicken firebolt (2d10+4, 15) start casting fireball, finish fireball next turn (16d6+4, 60 avg), then quicken firebolt for (2d10+4, 15).
Charlie the Cleric casts a 3rd level mass healing word. It is unchanged, as a bonus action spell, and heaks for 1d4+4 (6.5 average). But later she casts a 3rd level cure wounds or a 5th level mass cure wounds, either heals for 6d8+4 (31 avg) on each target but takes 2 actions to cast.
---
Design Notes:
This increases efficiency of spell slots generally if you can avoid having concentration disrupted. Damage per action remains very similar. +2 ATK/Save is intended to boost reliability to make up for variance increase (which hurts players) and keep save-or-suck from completely sucking. Legendary resists are probably still a problem, as forcing a save is twice as hard now.
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