D&D 5E Interrupting spellcasting

Springheel

First Post
Researching and/or learning spells takes time (and I have rules for them, researching takes longer), so you go with what you've got until you find something better. It's not like you can just hop on Amazon and order whatever spells you're looking for.

Feel like sharing? I'd be interested in seeing what you've come up with.
 

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Ilbranteloth

Explorer
Feel like sharing? I'd be interested in seeing what you've come up with.

Sure. But it's long...

These rules are based on the idea that it takes a wizard years of research, collecting books, building a library and laboratory, and basically spending as much of their free time in learning new spells. Also, I want to be able to model the things that occur in novels, such as Danilo Thann (In Elaine Cunningham's Forgotten Realms books), miscasting spells that he hasn't quite learned. The time is spread out in small bits when resting at night, etc. Of course, this ties into how we handle rests, travel, etc. Bards and sorcerers work a bit differently as well.

These rules give a variable (but long) time, encouraging some downtime activity for wizards. Again, my current campaign is based around a village (Parnast, but quite different than as published), and each player has multiple characters. So the wizards may be busy researching while other characters are adventuring. Leveling up is based on what "feels right" to me and the players for each character. So a wizard that spends 6 months studying, or a fighter 3 months of training factors into it. They often spend time in the local militia or guard, and of course adventuring, although we feel that failure is often a better teacher than success. Once you've killed a few orcs, you probably won't gain much more experience from meeting more, for example.

The 5-minute workday is non-existent, because we assume that these are people, who operate the same way people do in this world. They have habits, like when they get up, what they like to do for breakfast, take breaks periodically, don't usually work (or adventure) for more than about 8 hours a day, as there's always tomorrow, and take their time unless there's a reason to rush. If the wizard cast a few higher level spells early in the day, then they take that into account with their tactics, etc. because they just aren't ready to sleep. Recovery of abilities is based on a combination of time, rest and sleep.

Anyway, with those thoughts in mind, learning a new second level spell you just found could take as little as 32 hours (best case scenario), or much, much longer depending on how you roll. If you are devoting 1-2 hours a day to studying, when stopping for the night, then it's a month or more to learn a new spell. If you head back home to where you have your library and laboratory, it could be a matter of days. You can be in the process of leaning multiple spells at a time.

In my view, each spell learned by a wizard is unique to them. They take what they learn from other's spellbooks, and work out how to get the same effects when they cast it. For simplicity, we generally assume a fireball is a fireball, but if they want to tweak it from a descriptive standpoint, I have no problem with that. Even slight modifications in effects are fine, sometimes as the "same" spell, sometimes in creating a new spell. I also allow the majority of spells from earlier editions, which we bring up to 5e when needed. I have no problem with spells that do less than the "standard" versions in 5e. For example, conjure earth elemental or conjure fire elemental are more common than conjure elemental, although are probably the same level.

Some spells I've removed from the regular list, such as wish, the same applies to magic items, for example potions of longevity. These exist, but were created using magic that has been forgotten, and may be more powerful than what's available today. So a true wish spell is likely a 10th level spell, which can still potentially be found on a scroll. It can be cast, with risks, but not learned since nobody can learn 10th level spells anymore. But a 9th level variation, with the restrictions that 5e has imposed might be possible.

As complex as they might seem, I tried to keep them as simple as possible, leveraging mechanics already in 5e.

Learning an Arcane Spell
Wizards are constantly studying, researching, and learning new spells. The spells written in a spellbook are done so in a unique notation developed by each spellcaster. Before you can cast a spell properly, you must learn it. Learning from a primary set of spellbooks is easier than from a traveling spellbook or scroll.

It's not uncommon for an adventuring spell caster to do this studying while stopping to rest for the night. You can be in the process of actively learning and/or researching as many spells as your Intelligence modifier. If you already learning your maximum, you can choose to stop learning one (you don't lose your progress) and start learning another. Part of this process is recording your experiments and the research of the spell in a new primary spellbook for that spell. You must have such a book available for each spell you are researching or learning.

• The spell has a modified spell slot level at least one level higher than normal while you are learning the spell.
If copied from a traveling spellbook or a scroll, the modified level is 2d4 per level of the spell higher than normal.
If learning from a primary set of spellbooks, the modified level is 1d4 per level of the spell above normal.
If researching a new spell without a spellbook to copy it from, the base modified spell level is 4d4 per level of the spell. The DM may require additional dice depending on the resources at hand.

• For each block of time spent studying up to 8 hours, you expend spell slots equal to the actual level of the spell. This is the case whether you spend 15 minutes, or 8 hours. You expend the spell slot(s) once per block of continuous time, up to 8 hours.

• Studying for longer than 8 continuous hours imposes 1 level of exhaustion.

• Following 8 hours of non-consecutive study and experimentation, you must make an Intelligence (Arcana) check.
The DC is 20 + the modified level of the spell.
You have advantage on this check if you have the primary spellbooks of the caster; have your primary spellbooks; or access to a your library and/or laboratory during the 8 hours of your study and experimentation; or it is in the school of magic that you specialize in.

• Specialist wizards have disadvantage on this check for spells outside of their specialty.

3 Successes. The modified spell slot level is reduced by 1. When the modified spell level is equal to one level higher than normal, you can cast the spell as an unmastered spell.

3 Failures. The modified spell slot level is increased by one. This continues for each consecutive failure, until you make a successful check, which then resets the success/failure count. For example, after you failed the third check, you spend another 4 hours studying the spell and make another check. If that check fails, the effective spell level increases by 1 again.

Researching a New Spell
The old wizard or ancient lich with hundreds of large dusty tomes and a laboratory are commonly depicted, but not supported in the rules as written.
But the quest for knowledge, of more magic, and how magic works, is what drives many wizards.
• You can attempt to research a spell from a 5e publication that you do not currently have access to (it is not in your spellbooks, or spellbooks or scrolls you have found).
• You can attempt to learn a spell from an earlier edition, or from another arcane spell list. In that case, the DM will make any modifications needed and update the spell. This will probably require additional dice when determining the modified level of the spell to learn.
• You can attempt to develop an entirely new spell, present the desired effects to the DM, who will provide you with any modifications necessary and set a level for the spell. This is a collaborative process, and can remain secret from the rest of the players.
To begin researching a spell, inform the DM what spell you wish to research. The DM will determine whether you have the resources to begin actively researching the spell. You must have access to a library and a laboratory at the very least. Researching existing spells, or spells with similar effects those you already know, is easier than those outside your field of expertise.

Rests
Researching and learning spells are regular activities. That is, they do not count toward a period of rest. In most cases, a wizard might spend an hour or two in camp studying or researching. Note that a creature has disadvantage on all Wisdom (Perception) checks while studying.

Bards and Sorcerers
Because bards and sorcerers retain knowledge of all their spells without need of a spellbook, they can only know a limited number of spells. When you gain a level, you can forget some spells, and learn new ones.
Once you learn a bard or sorcerer spell, no spellbook is needed to prepare it. You can, however, record a spell in a traveling spellbook before you forget them, in the event you want to learn it again, and are useful for study and practice. Recording a spell in your spellbook takes 2 hours per level of the spell.
By recording your spells in a travelling spellbook, you can use the Learning New Spells rules to relearn a spell you have forgotten.
You must select a spell to “forget” in addition to the spell you wish to learn again. During the period you are relearning the spell, they are both considered unmastered spells. Once you successfully relearn a spell, you forget the other one.
It is possible for a bard or sorcerer to research a new spell. Use the Learning an Arcane Spell rules, but instead of studying spellbooks, it is a period of experimentation. If the spell is on the appropriate spell list (bard or sorcerer), then it is just the process of learning the spell. If you’d like to access a spell from another spell list, or create a new spell, discuss the specifics with the DM.

Gaining a Level
When you gain a level you automatically learn at least one new spell. You still must determine if you can learn the spell(s) you choose. This doesn’t require the time studying, nor does it use a modified spell level.
You can select a spell from the list of common spells, or one that you have found on a scroll or in a spellbook.
The DC is 15 + the level of the spell. The DM will provide any additional modifiers. Specialist wizards have advantage on this check for spells within their school of specialty, and disadvantage when researching or learning other spells.
If your first roll is a success, you learn the spell. Otherwise, you can attempt to get 3 successes before 3 failures.
If you roll three failures, you cannot select that spell as a free spell for gaining a level. You can still use the usual process to learn that spell.

Learning a Divine Spell
Most divine spells are acquired simply by prayer. But there are many written divine spells, and a great many forgotten or otherwise unknown. Since gaining a divine spell is simply a question of divine faith and grace, there isn’t a complex process for learning them. It is up to the Power to determine whether a divine spellcaster has access to a given spell or not.
It is possible, though, to find an old prayer book, or religious text that references a spell that the divine spellcaster does not know. Gaining such a spell is under the purview of the Power (DM), whether it is for but a single use, or becomes a spell available to the divine casters on their spell list.
Learning such a spell generally requires study and prayer, possibly a sacrifice, or other such rituals depending on the Power. This generally requires the divine caster to be alone for 15 minutes per level of the spell desired. At the end of this period, they must make a Wisdom (Insight) check, the DC 15 + level of the spell if the spell is within the tenets of the Power, of DC 20 + level if the spell if it is not. If the check fails, then the Power generally won’t provide the spell at all, or if they will, the divine spellcaster will know what sort of quest, penance, or other task is required before access to the spell is granted.

Casting Unmastered Spells
You can attempt to cast a spell that you have not yet mastered, but have started studying (spent at least 8 hours studying and experimenting, and it's now only 1 spell slot level higher than normal). It carries risks, and requires more effort on your part to do so.
• You cast the spell as if it were 1 spell slot higher, although the effects are that of the base spell level.
• You roll on the Wild Magic Surge table each time you cast the spell.

I posted the Wild Magic Surge tables I use here:
http://www.enworld.org/forum/showth...spellcasting&p=6991905&viewfull=1#post6991905
 

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