D&D 5E Spell scaling in 5E

Inez Hull

First Post
I'm very much a fan of what's been done with spellcasting in general in 5E however I'm surprised that the options for scaling spells wasn't taken a step further, like in a game such as HARP where all more advanced versions of a spell are simply scaled up versions of a base spell.

For an example I've worked up Light with multiple scaling options, kind of like metamagic feats that don't need the feat and are specific to the spell.

Light
Evocation cantrip

Casting Time: 1 action
Range: Touch
Components: V, M
Duration: Concentration, up to 1 hour.

You touch of one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20 foot radius and dim light for an additional 20 feet.  The light can be coloured as you like.  Completely covering the object with something opaque blocks the light.  If you target an object held or worn by a hostile creature,  that creature must succeed on a Dexterity saving throw to avoid the spell. 
Scaling options
Duration
1 additional level - 8 hours, the spell ends if you dismiss it as an action.
2 additional levels - until dispelled.
Range
1 additional level - 30 feet.  Can be used to target a hostile creature's eyes.  The creature must succeed on a Dexterity saving throw or gain the Blinded condition. 
Effect
3 additional levels - Light as bright as full daylight in a 60 foot radius and dim light for an additional 60 feet.

The cantrip version has been scaled down and the equivalent of Light, Continual Light and Daylight from previous editions can be cast by adding levels to the base spell. By adding range the old school tactic of casting light in an opponents eyes can be replicated as a 1st level spell (however will require Concentration unless cast as a 2nd level spell).

Obviously making changes like this increases the versatility of each spell prepared, however it only creates depth in one type of spell. In addition to flexibility this would also some spells to be cut completely (any of the mass spells for instance)

Anyway, just an idea, curious what people think...
 

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I like it. I think making a lot more spells scalable than what they did is a great way to add a ton of flavor to the game. Not everything has to be built around DPS or a stat boost in some way.


Tip of the hat to you sir
 

Great Idea

I love this idea. I have a database of spells already with this style of spellcasting ability for my own rule set. I will definitely be using this for my new 5th Ed campaign.
 

Aiming the light at a target's eyes rendering it blinded if it fails a dexterity save is very clever and makes choosing the Light Cantrip more tempting.

Light
cantrip
1 action
range 30 ft. +5 ft. per level
30 ft. area radius +5 ft radius every 5 levels
the caster can lessen the radius of the glow

Light Options

the caster focuses light on a target who fails its dexterity save
the target makes stealth checks at -5 for the encounter duration or until the light is dispeled

as a reaction, the caster can cast a dancing light to distract the attacker, the attacker then attacks at disadvantage for all of its attacks on the wizard or ally within 30 ft. +5 ft. per level during its turn

the caster blinds the target who fails its dexterity save
the target is blinded on each of its turns until it rolls a successful constitution save at the beginning of each of its turns
the target attacks at disadvantage
the target is attacked at advantage
 

Aiming the light at a target's eyes rendering it blinded if it fails a dexterity save is very clever and makes choosing the Light Cantrip more tempting.

The light spell in AD&D was one of the most useful spells this way. A couple years ago when I took my group through T1-4, the go-to first spell wasn't magic missile, fireball, or something else, but a light spell at opposing cleric's heads.
 

The light spell in AD&D was one of the most useful spells this way. A couple years ago when I took my group through T1-4, the go-to first spell wasn't magic missile, fireball, or something else, but a light spell at opposing cleric's heads.

That was one reason for changing Light to a concentration spell at cantrip level, so that when cast an an attacking 1st level spell it wasn't too good.

The scaling options are out for mimicking Daylight though. Increasing the effect to 60' radius should be plus two levels, that way it could be cast with larger effect as a level two spell with a duration of concentration. If both increased effect and one level of duration were added it would be a third level spell and much closer to Daylight. The best thing about scaling spell options in this way is the ability to mix and match effects.
 

I would have loved to see Magic Missile as a cantrip for a single 1d4+1 missile, scalable to its current 1st level spell form. Whilst MM as a cantrip has been an issue of contention for some folks in the past, it fits pretty well with the power level of the other cantrips, exchanging damage for auto hit.

I'm curious about what people would do with scaling on other spells beyond what's in the basic rules at present
 

The increases in duration for Dominate Person work in the way I'm suggesting, I'm really surprised they didn't just add Dominate Monster as an effect costing an extra spell level with the added prerequisite that the duration be first increased to 1 hour.
 

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