Michael Morris
First Post
While it would make playing a spellcaster a little more complicated, the tradeoff in saved page count and cleaner spell entries is worth it. The change - don't repeat redundancy. That is..
Casting Time - if it's one action, don't list it. Players should assume a spell without a casting time given can be cast in one round.
Range: Should have been divided up into Personal, Touch, Close, Medium and Long (with rare exceptions). Exactly how much distance that means would split by the complexity the players want as follows - at a basic level Close - 30', Medium - 60', Long - 120'.
Optional rule - Spells can be cast at double normal range, but defenders have advantage on saving throws and attackers have disadvantage - further if someone has advantage on a saving throw against your spell and it normally deals half damage on a failed save, it deals no damage instead.
Optional rule - Spell base range is as above +10' / level of the spell when close, +20' / level when medium and +30' / level when long. A 9th level spell has a "close" range of 120', medium 240', and long 300'
Components - Instead of repeatedly listing V, S, assume all spells have those components unless they explicitly say otherwise in their descriptions (this is very rare). Likewise, material components should be in the spell description. This line can go away.
Duration - if it's instantaneous, don't list it. Again, players should assume a spell without a duration is instantaneous.
I also think it's a mistake to eliminate the explicity Area/Effect/Target line and Saving Throw line.
Casting Time - if it's one action, don't list it. Players should assume a spell without a casting time given can be cast in one round.
Range: Should have been divided up into Personal, Touch, Close, Medium and Long (with rare exceptions). Exactly how much distance that means would split by the complexity the players want as follows - at a basic level Close - 30', Medium - 60', Long - 120'.
Optional rule - Spells can be cast at double normal range, but defenders have advantage on saving throws and attackers have disadvantage - further if someone has advantage on a saving throw against your spell and it normally deals half damage on a failed save, it deals no damage instead.
Optional rule - Spell base range is as above +10' / level of the spell when close, +20' / level when medium and +30' / level when long. A 9th level spell has a "close" range of 120', medium 240', and long 300'
Components - Instead of repeatedly listing V, S, assume all spells have those components unless they explicitly say otherwise in their descriptions (this is very rare). Likewise, material components should be in the spell description. This line can go away.
Duration - if it's instantaneous, don't list it. Again, players should assume a spell without a duration is instantaneous.
I also think it's a mistake to eliminate the explicity Area/Effect/Target line and Saving Throw line.