D&D 5E Confer Spell Like Ability

Well, easy for you maybe.

I consider myself a rules veteran, but I would say this sort of spell effect isn't easy at all to implement properly, especially across editions.

I'd just copy and paste the old spell, more or less. I dont see any significant concentration issue - it can be broken by damage after all, and the original caster sacrifices a higher level slot to give his ally the ability to cast a lower level one. I'd playtest it at least. If it turns out too good - yoink it/amend, just like any other houserule/homebrew.

Other PCs can already get spell effects like fly etc from potions - and potions don't have the concentration requirement.
 

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Imbue with Spell Ability
Evocation
Level: Clr 4, Magic 4
Components: V, S, DF
Casting Time: 10 minutes
Range: Touch
Target: Creature touched; see text
Duration: Permanent until discharged (D)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
You transfer some of your currently prepared spells, and the ability to cast them, to another creature. Only a creature with an Intelligence score of at least 5 and a Wisdom score of at least 9 can receive this bestowal. Only cleric spells from the schools of abjuration, divination, and conjuration (healing) can be transferred. The number and level of spells that the subject can be granted depends on its Hit Dice; even multiple castings of imbue with spell ability can’t exceed this limit.

HD of Recipient Spells Imbued
2 or lower One 1st-level spell
3-4 One or two 1st-level spells
5 or higher One or two 1st-level spells and one 2nd-level spell
The transferred spell’s variable characteristics (range, duration, area, and the like) function according to your level, not the level of the recipient.

Once you cast imbue with spell ability, you cannot prepare a new 4th-level spell to replace it until the recipient uses the imbued spells or is slain, or until you dismiss the imbue with spell ability spell. In the meantime, you remain responsible to your deity or your principles for the use to which the spell is put. If the number of 4th-level spells you can cast decreases, and that number drops below your current number of active imbue with spell ability spells, the more recently cast imbued spells are dispelled.

To cast a spell with a verbal component, the subject must be able to speak. To cast a spell with a somatic component, it must have humanlike hands. To cast a spell with a material component or focus, it must have the materials or focus.

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I think this lends itself nicely to a straight "yoinking". What I am not sure about is CANTRIPS. I was thinking I cast it on you and give you the ability to cast "Mage hand" then I can't cast Mage hand until the spell ends.
 

Yeah, this is plain broken in 5e. Nice illustration why you must consider concentration whenever importing something into 5e from earlier editions.
 

Yeah, this is plain broken in 5e. Nice illustration why you must consider concentration whenever importing something into 5e from earlier editions.
Can you give an example of why its obviously broken? My main two concerns are that PC spellcasters will blow through spell slots and that NPC spell casters will be able to cast more spells than they "should".

For combat spells, I suspect most melee guys will lose concentration very quickly.
 

Good call on how this breaks the concentration mechanic.
Can you give an example of why its obviously broken? My main two concerns are that PC spellcasters will blow through spell slots and that NPC spell casters will be able to cast more spells than they "should".

For combat spells, I suspect most melee guys will lose concentration very quickly.
Not really, combatants often have good con saves.
 

Essentially, you're saying "you can cast a level 1 (or 2) buff without concentrating [on it yourself] by using a level 4 slot".

And that's not what I want "Confer SLA" to be.

Consider the theoretical limitation "the transferred spell does not function within 300 yards of you [the imbuer]". That is, the spells you transfer to others can't be used to help in your fights.

Suddenly, all the balancing concerns go away.

Indeed, the spell limitations starts looking very stingy indeed. (For what is such a ability used for in literature if not to imbue your very best spells?!)

In other words, if you don't use this spell to circumvent concentration, not to mention action economy (since all your buffs can go online in a single round), it is perfectly fine. The old but wise NPC transferring a potent spell to the young hero. The evil BBEG handing a sacrifical lackey a fireball to assassinate the entire court. Etc.

But you can't balance it for that scenario. You need to accept that the spellcaster will want to use it on his allies and henchmen simply to boost his own nova power. (For a high level caster, spending three level 4 slots is nothing, compared to the benefits of getting three important concentration-buffs online at the same time)

And balancing it for that scenario means nerfing it so hard it becomes useless for the first, story-based, purpose.

Hence you need two spells. Or rather, you really don't need the second spell - you really don't need to add the evil d20 pre-combat buffing race into 5e...!

So you only need the story-based spell. The difficulty is finding a reasonable limitation that does the same job as "not within 300 yards" without sounding so unreasonable. A limitation that prevents self-party buffing without needlessly nerfing story based usage.

Right now, I don't have any suggestions.
 

I think it's perfectly fine. The concentration mechanic is self balancing - every time they take damage, the spell might end, and they can still only concentrate on one spell at a time. Caster parties can already lay on lots of buffs at once for example.

I would certainly allow such a spell in my game. It lets martials cast a spell from time to time.
 


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