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Thread: Baldur's Gate II (5e campaign log)

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    Default Re: Baldur's Gate II (5e campaign log)

    I'm running this with a larger number of modifications versus past games. I'll be going through the rules changes with my players before the intro/character creation. If they decide a particular change is stupid, I'll cross it off the list. Additionally, I will note that I reserve the right to make some adjustments if something becomes imbalanced in game. In particular, I'll be adapting items mostly on the fly, and may occasionally get something wrong.

    Baldur's Gate II features spellcasters as a primary enemy, often as solo enemies. In 5e, that's rough, as casters tend to be squishy and limited by concentration. A few of the rules are designed to both make them tougher, and also make countering them more possible.

    Insightful commentary is welcome.

    General Notes
    The players will be expected to keep some sort of notes on quests/NPCs.
    The players will be expected to keep notes on magic items they find, and party gold. I'll provide a chart/template they can use unless someone wants to make something better. I'll try to put all my magic item conversions into our Discord chat and into the campaign log, but there's a lot out there and it's up to them to keep track of their stuff.

    Class Changes
    I finally skimmed all the UAs for D&D2024 so far, and really didn't find much that I wanted to port over.
    Barbarian
    • There is no penalty for the Berserker Frenzy. May be limited to ½ # of rages per day.
    • You can extend your rage with a Bonus Action each turn.
    • Brutal Critical’s damage is now equal to your Barbarian level. This replaces the 9th/13th/17th level features.
    • Reckless Attack’s benefit extends until the beginning of your next turn (as does the disadvantage).

    Cleric
    • Peace & Twilight clerics (Tasha’s) are out.
    • Other (custom) domains available upon request, when associated with a specific notable deity.

    Fighter
    • Eldritch Knights may change the Evocation school out for one other school of their choice. (Notable picks: Necromancy for debuffs, Illusion for miss chances, Transmutation for self-buffs)
    • When using Indomitable to re-roll a failed saving throw, you gain a bonus on your roll equal to your Fighter level, and heal yourself the same amount.
    • At 7th level, Fighters get Advantage on death saving throws.

    Monk
    • 4 Element monks get 2 disciplines every time the PHB says they get 1. Discipline use ki costs are halved.

    Ranger
    • Rangers get their Proficiency Bonus added to damage rolls against their favored enemies, starting at level 1. The level 20 capstone applies to all attack rolls against their favored enemies, not just once per turn.

    Rogue
    • Soulknife blades stay manifested, and thus can be used for OAs and to gain the benefits of the TWF feat; Available Feat: Improved Soul Blade: Your blade gains an enhancement bonus equal to PB/2 (rounded down).
    • Slippery Mind also grants proficiency in Charisma saving throws at level 15.

    Sorcerer
    • Sorcerers get 2 thematically appropriate spells known added to their list automatically, at spell levels 1, 2, 3, 4, and 5, as with Aberrant Mind and Clockwork subclasses. I have a list.

    Warlock
    • Hexblade medium armor proficiency, as well as CHA to-hit and damage with the Blade pact weapon, move from the Hexblade patron to the Blade pact boon. This makes Blade boon viable for non-Hexblade patrons, and moves any CHA-dependent dips to requiring 3 levels instead of 1. Hexblade is still the only Warlock with native access to martial weapons (versatility) or shields.
    • Invocations that say “You can cast X spell with a spell slot” give you one free casting per long rest of that spell.

    Wizard
    • Scribes wizard (Tasha’s) is out
    • Use "An Updated View on Necromancy" for Necromancer wizards. It lets you sacrifice a spell slot to maintain a single minion that is better than a skeleton or zombie, increasing in power up to about CR 8 with a 9th level slot.

    General
    • Tasha's optional class features are approved. Tasha's rules for making all the races boring are out.
    • If you go to 0 or get insta-killed (bypassing 0 hp) and raised, you gain 1 level of exhaustion.
    • No Flanking
    • Cleave Through (DMG optional rule) applies to adjacent targets.
    • Crits: Roll your total damage, then double it. *Damage from poison is not doubled
    • Sharpshooter and GWM give a flat always-on +1 damage bonus to the respective weapon types, plus their side benefit. No -5/+10
    • Clarification: The Mage Slayer feat can interrupt spellcasting, rather than taking place after the spell is cast. The caster struck then must make a Concentration check to avoid losing the spell he's in the middle of casting.
    • Spells only from PHB, Tasha's, XGTE. None from Fizban's or Strixhaven.
    • To gain advantage from being an unseen attacker, you must be able to see (blindsight, etc. count) your target.
    • Animating dead, summoning beasts, etc. is limited to the Tasha's Summon X spells plus the Necromancy companion from An Updated View on Necromancy.
    • Clerics and Paladins derive their powers from a deity. It is possible to lose that deity’s favor/empowerment, which would require finding a new divine patron.
    Characters will be built with a stat array:
    15
    14
    13
    12
    10
    9
    (equivalent to 28 point buy)
    Species available in BG2 are the only ones allowed. Human, elf, half elf, dwarf, halfling, gnome, half-orc. No drow, dragonborn, genasi, goliaths, etc.

    Alignment & Related
    Alignment matters. If your character is a child of the god of murder, carrying a spark of chaotic evil divinity around inside you means you have some conflicting impulses. I’ll judge your character’s alignment based on your character’s actions and words, and it can impact your ability to use certain items.

    Alignment is kind of a big hammer tool, in that it has no nuance. I have a more nuanced approach I’d like to add in, and you can credit some stuff from 2nd Peter a month or two ago for making me think of this. By the 3rd session, I’d like everyone to identify to me one or two Virtues and one or two Sins that are particularly important to your character. Vice isn’t the right term here, as vice is usually specific bad habits like gambling or drunkenness rather than character traits.

    I’m not looking for the job-interview flaw of “I don’t say no when people ask me to do too much” or “I work too hard.” I’m looking for virtues like Self-Control, Patience, Selflessness, Mercy, Humility, and sins like Pride, Greed, Selfishness, Wrath, or Fear. If it’s something that would show up on a general list in the (religious book), you’re on the right track conceptually. This is not something that you list out in the open for all the other players, but I’ll know about it. Through the game, keep these things in mind, and your character should work to either follow these character traits, or struggle against them and sometimes overcome them- whether you’re overcoming your bad traits or overcoming your good traits as you chase the easy power of evil is up to you though!
    For some characters, there may be points when you are judged by outside powers or factions, or even other party members of the party, and these will be part of these judgements. If you’re a child of Bhaal, it may impact what traits certain Bhaal powers take on.
    I'm thinking ahead to the Hell Trials here!

    Leveling
    You will start at level 1 and get to level 3 within the first 2-3 sessions, depending on how you spend your time. Leveling after that will be based on completing quests or objectives. Especially between levels 5 and 10, it may be 2-3 quests per level.. or it could be less. It depends on what the party pursues. By the end of the game long from now, you’ll probably be 20th level.

    The campaign is mainly set in a city, but it’s safe to assume that there are dozens of small towns and villages outside the city. You just don’t have a reason to visit Grain Farming Village #3 or Turnip Town, which is run by gnomes by the way, they like turnips, or the keep and domain of a random noble, or what have you. Assume they’re there. There are some quests and areas outside of town, but wandering around aimlessly in the wilderness is generally not how you’ll find out about them. There is a main plot line and quest line that you’ll want to mostly follow. It’ll be pretty obvious. There will be quite a few areas that are more dungeon-crawly with exploring your way through restricted terrain to find an objective, or solve a mystery, or whatever. It is entirely possible to get yourselves in over your heads and have to choose between running away or everybody getting killed. There are at least 3 places where all you have to do is open the right door and touch something and bam! a lich is trying to kill you. You may need to run away from some fights. You may need to leave someone behind to die. The player for that character might need to roll up another character, decide to make an NPC a PC, or otherwise play something else – and perhaps you will pull together a plan to return, retrieve your dead, and raise them again.

    I am going to experiment with having the party at potentially different levels. If you miss a session, your character does not progress towards leveling up, and will level up a session later than the rest of the party. If your character dies and is raised from the dead, leveling up is delayed by a session. If your character dies and you make a new one or take over an NPC, you may end up a level or two lower – or rarely, higher.

    PVP
    I am open to player versus player combat. If one child of Bhaal decides that the other’s death is a way to a quick powerup, or if the party has a druid or cleric or paladin or whatever that decides that one child of Bhaal is slipping too much into being a murderous force of evil, it’s entirely possible that the matter will be settled with spells and blades. PvP can get people pretty upset and is a risk to allow at the table. I have a few parameters around it:
    It should not be a sudden decision. It must be foreshadowed several times, and I need to know ahead of time if one of you intends to do so. I can help with the foreshadowing.
    It also can’t be resolved by in a completely unfair matter like casting Hold Person while everyone’s asleep, or suddenly attacking a party member while you’re in the middle of a tough fight.
    This is open to discussion with my players

    NPC Companions
    I have a fairly rich set of NPCs to draw from. It’s likely that there will be one or another with the party often, as friends or allies, or just because they’re associated with a specific quest and can help with it. If you bring an NPC along, I’ll run them out of combat, and then I’ll hand their character sheet to someone to run in battle. Your cap is one class-level NPC with you at a time; you can work on finding a reason to drop one in favor of another like “taking a break” or “busy researching something” or whatever. I don’t want to end up with 4-5 PCs and 2-3 class-level NPCs in the party! If someone is missing a session, you can also grab an appropriate NPC to sub in. They will level up in the background, but probably not as fast as the party, and not all at the same rate.

    Economy
    Also, money is important. Athkatla is the City of Coin. If you were to somehow walk out of the starting dungeon with 50,000 gold, you could totally immediately equip yourself with a +2 sword, full plate armor +1, and a belt that gives you 21 strength. If. And of course equipping the whole party would be pretty expensive as well. Suffice it to say that even some very powerful items are for sale. Aside from non-magical adventuring gear, ignore everything you know about magic item and potion pricing, as I’ll be using the BG2 pricing scheme plus ad-libbing it for the wondrous items that aren’t in the game.

    You can either split gold up evenly between the party, or have a big pot that you share and decide how to spend. The big pot will get you a few big items earlier, but then you have to choose how to spend your money. Also, spells that require material components require that you have those material components. If you want to be able to cast Revivify, you need to have pre-bought those 300gp bags of diamond dust and be carrying them around.

    Item Identification
    You can pick up any magic item and wear it or wave it around without identifying it. If it's a weapon or something, remind me that you're using an unidentified one, and I'll add the appropriate bonuses to your rolls. You can use a short rest to play with the item and figure out some of its characteristics, but it would be a roll (usually but not always Arcana) to activate any active effects.

    The identify spell is reliable, but consumes a 100gp pearl each time it's cast.
    oh look it's a money sink

    Wands and staves
    No longer recharge automatically. You can use a spell slot to cast a spell that's in a wand without expending a charge (ie, you have no Lightning Bolt prepared, but have the Wand of Lightning Bolts, so you use a 3rd level slot to cast it).
    You can also recharge a wand or staff, but it takes 2 spell slots of the level spell being recharged plus 1 hour, plus a 100gp pearl, which is consumed during the charging process, per charge restored.
    oh look it's another money sink

    Magic Resistance
    Items or abilities that grant Magic Resistance give the creature +1 on saves vs. spells per 5% MR they would have granted. “Magic Resistance” as flat advantage on saves vs. spells doesn’t broadly exist any more.
    Magic Resistance cannot be reduced below +0.
    I'm not entirely happy with this, but 5e casters are less powerful than 2e, so flat "your spell has 0 effect" % chance was too much.

    Feat Changes
    -5/+10 feats (GWM, Sharpshooter) instead grant a flat +2 to damage with the appropriate weapon. Other benefits still apply.
    Polearm Master’s bonus attack only works if you’re wielding the polearm in two hands.

    Items
    Quarterstaffs are two-handed only.

    Hit Points
    After level 10, you gain a fixed amount of hit points at level-up. Warrior types gain 3hp at level-up, skill-types gain 2hp, and caster-types gain 1hp. Warrior: Fighter, Barbarian, Monk, Paladin, Ranger; Skill: Artificer, Bard, Rogue; Caster: Cleric, Druid, Wizard, Sorcerer, Warlock
    HD up to level 10 is rolled or average, player's choice. Paired with bounded accuracy, this keeps damage relevant without me having to chase Big Numbers.

    Level Drain
    A few monster types can inflict what in old editions would be called “Level Drain.” Instead of all the book-keeping, level drain now reduces your Proficiency Bonus until cured. If your proficiency bonus is reduced to a negative number, the negative number applies to everything, not just things you are proficient in.
    Lesser Restoration cures 1 level of Level Drain per casting. Greater Restoration (material component 100gp) completely cures the character.
    This was the best option I came up with. In some ways its less scary, as characters don't lose prepared spells or HP, but in other ways, losing PB is scarier as it means spell DCs and such drop too. Lesser Restoration provides a way for them to handle it, but it's not fast in terms of slots consumed.

    Death
    When a character dies or is petrified and is raised from the dead, the character’s Constitution is permanently reduced by 1. Being reduced to 0hp causes a level of exhaustion.
    dum dum dum... don't die. Don't risk going to 0.
    Healing potions are very common and can be bought, but it's something like 125 and 450gp each, so there's another money sink


    Secrets/Traits
    I have a short list of traits. Every player will draw or roll randomly and get to pick one of 3 at character creation. There will be at least one, and probably two, Bhaalspawn. One will take on the "Main character" role from the game, and if we do end up with a 2nd, that one will be Bodhi's soul of choice instead of Imoen if they both make it far enough.
    Spoiler: length
    Show

    Bhaal Taint
    You are a child of Bhaal, the dead god of murder. Your dreams often feature bones, rivers of blood, and other morbid imagery. You occasionally feel that death is beautiful, and wish to inflict more of it. Perhaps you will give in to these urges and follow a path of wanton destruction – or perhaps you will rise above them, and be a paragon of virtue and restraint. The choice is yours. The DM will keep track of your choices and what sort of alignment they represent.

    If you’re the first one to choose this origin, you were raised at Candlekeep by Gorion, a harper and wizard. Gorion was killed by Sarevok, your “brother,” who went on to try to start a bloody and completely unnecessary war, hoping to ride the tide of blood to Ascension. Some of your companions are likely to be automatically aware of your history and divine blood.

    If you are the second person to choose this origin, then your origin is elsewhere, and you may be able to keep your dark nature a secret.

    Each Bhaalspawn starts with 3 Taint points. They lose one point of Taint when killed (including petrification), or when they fail a Death save, and perma-die if they ever hit 0 taint points. Each taint point gives them access to a 1/day cleric spell, typically along the lines of Shield of Faith, Cure Wounds, Inflict Wounds, assigned by the DM. Buff spells are self-only. These spells are cast without need for V, S, or M components, but are still obviously spells cast unless a Deception check is made as a Bonus Action.
    Alternatively, Taint may be used to support a particular character’s idiom in some other way, such as coating a blade in blood or ice and causing it to deal 2 extra ice or necrotic damage per hit for 1 minute at a cost of 1 taint point and a BA.
    These spells may shift if your alignment changes towards Good or Evil.
    Additional Taint points are gained by killing other Bhaalspawn (equal to the target’s PB-1), or by gaining 1 point of Proficiency Bonus.
    Gained Taint be used to either upgrade an existing spell to a higher level upcast, or to swap one of the original spells out for one of higher level. Bhaal spell level jumps are 1st to 3rd, 3rd to 5th, then by one spell level each up to level 7.

    Bhaalspawn Ideas
    As a Bhaalspawn, you have a small divine fragment in your soul, oriented towards murder. Your character has:
    -Occasional dreams about blood, bones, rivers of blood, death, killing, and other similar morbid topics
    -One or more supernatural talents or abilities
    -Some portion of his or her spirit takes pleasure in death or murder. Maybe your character stops for a moment or two to stare at the bodies of whoever you just killed - just long enough to be weird.
    -Your character doesn't particularly care about honor in battle. Murder, after all, is often done when nobody is looking.
    -Impulses, desires, and thoughts of killing or murder - ranging from "I look forward to killing bandits" to "Nobody will know if I killed this guy who just surrendered" to "That shopkeeper would look better with a smile carved across his neck." You could handle this through RP or through dice rolls modified by your character's values, or whatever. There should be choices made regularly to follow one path or another.
    -You can ignore the desires, channel them to productive ends (I think there was a fictional show named Dexter about a serial killer who did this), or try to deny them entirely. Your character may develop habits, tics, mantras, or similar to help remember to choose to redirect these urges.
    Spoiler: Bhaalspawn sorc
    Show

    Extra Spells Known 1 Hunter's Mark, Inflict Wounds
    2 Invisibility, See Invisibility
    3 Nondetection, Spirit Shroud
    4 Locate Creature, Phantasmal Killer
    5 Dominate Person, Mislead

    1 Murderous Healing When you kill a living intelligent creature (INT 4+) with a spell, you regain HP
    equal to your PB + spell level. You can only gain this once from a given spell.

    1 Deadly Blow You score a critical hit on a natural 19 as well as natural 20

    1 Resist the Grave You gain resistance to necrotic damage

    6 Sorcerous Assassin When you cast a spell that deals damage, and have advantage on the attack
    roll, or the target is unable to perceive your location and actions, the spell does
    2d6 extra damage.
    When you cast a spell that does not deal damage under the same parameters, the target has -1d4 to its initial saving throw against the effects of the spell.

    14 Perfect Getaway Whenever you benefit from Murderous Healing, you may gain the benefit of the
    Sanctuary spell until the end of your next turn. This feature may be used a
    number of times equal to your PB per long rest.

    18 With a Word You may cast Power Word: Kill once per day without expending a spell slot.


    Dhampir
    You were a normal (non-noble) person until kidnapped weeks, or months, ago. You’re not sure what happened, but your canine teeth can elongate and sharpen themselves, and you have a constant low-level desire to bite something or someone and drink blood.

    If you consistently give in to this desire, your alignment will shift to evil, and you will acquire most of the strengths, and some (but not all) of the weaknesses of a vampire over time.

    If you consistently resist this part of your nature, you will gain strength of will and self-discipline over time.

    If you travel down the middle road like a ship tossed about by the waves, you gain no benefits.
    The exact benefits are known only to the DM, and will develop over time.
    ie, I don't have them planned out yet
    Mechanical effects:
    • You have the Dhampir “lineage” as your race. You must use human or variant human as the base species.
    • You do not detect as Undead to spells, class features, etc. Turn Undead does affect you, but you have advantage on the saving throw against it.
    • Certain groups (druids, paladins, some priests) may view you as unnatural and inherently evil.
    • Certain powerful vampires may be able to command your obedience magically, although only for short times or specific tasks.


    Harper Agent
    You are an agent of the Harpers, an organization devoted to stopping evil, promoting balance between civilization and nature, and preserving knowledge and lore. Harpers are a “good through Any Means Necessary” organization, and will use rebellions, assassinations, poison, etc. if needed to remove a threat.
    Although bards are the most stereotypical Harper agents, wizards, druids, fighters, rogues, and others are also often members of the Harpers. Barbarians, Clerics, and Warlocks are not likely to be Harper agents.

    You traveled with one of the Bhaalspawn in earlier adventures, partly to help defeat the plans of Sarevok Anchev, a Bhaalspawn who wanted to start a war to ascend on a tide of bloodshed, and partly to watch over the Bhaalspawn, who was raised by another harper, named Gorion. Your goal is to guide the Bhaalspawn onto a Good path… or, should that fail, should someone with a small spark of divinity inside choose to serve Evil ends, to arrange for the death or permanent removal of the child of an evil god.

    Mechanical Effects
    • You gain bonus proficiency in one skill: Chose from Deception, Insight, Stealth, or Sleight of Hand.
    • You understand Druidic and Thieves Cant.
    • You have prior history in the city of Athkatla, with at least one useful friendly contact. You may also have an old enemy here (side quest/plot).
    • You are aware that respected Harper agents typically bear an emblem of some sort with substantial defensive properties. If you fulfill your role as a Harper, you can expect this item to eventually find its way to you.


    Normal Person
    You are a normal person with no special heritage or unique powers. You were just unlucky enough to get captured, but lucky enough to not die before being freed.  

    Tainted Mind
    You were a normal (non-noble) person until kidnapped weeks, or months, ago. Now, you feel like sometimes you hear what people are going to stay before you say it.
    • Awakened Mind: You may communicate telepathically with one creature visible to you within 30’ of you. You can hear that creature’s responses until you switch to communicating with another creature, or until it is no longer visible or within range.
    • You have disadvantage on Intelligence saving throws
    • You have vulnerability to psychic damage.

    Whenever you reach an even level (2, 4, 6…), roll on the Psionics chart below with the DM, adding your Proficiency Bonus to the roll. You gain a new psionic power. Psionic powers are cast as spells, using INT as your spellcasting modifier. No material or somatic components are needed.
    They may be used once per long rest unless otherwise specified.
    3 Darkvision (self only) (reroll if you naturally have Darkvision)
    4 Enlarge/reduce (self only)
    5 Jump (Self only)
    6 Absorb Energy
    7 Tongues (self only)
    8 Levitate (self only)
    9 Mind Spike
    10 Mind Whip
    11 Tongues (Self only)
    12 Telekinesis
    13 Psychic Lance
    14 Longstrider (self only)
    15 Chose 1 known power valued below this number. You may use it a second time per day.
    16 17 Remove Vulnerability: You no longer have INT save disadvantage or vulnerability to psychic damage.
    18 You gain the Telepathic (INT) feat
    19 You gain the Telekinetic (INT) feat
    20 You gain the Resilient: Intelligence feat.
    21 Intellect Fortress: You gain resistance to psychic damage.
    22 Disintegrate
    23 Roll twice and pick whichever of the results you wish when rolling on this table. Roll now.
    24 Body Adjustment: You reduce your exhaustion level by 1 when you take a short rest.
    25 Regenerate (self only)
    26 Psychic Scream


    Betrayer (overview)
    You made an agreement with an enemy of the group. At some point during the game, you will betray your allies (the DM will help fill this in). Expect to need to roll up a new character afterward, or take over an NPC.
    Mechanical Effects
    Instead of a 27 point buy, you will use the following stat array (equal to a 31 point buy):
    15, 14, 13, 12, 12, 10

    Betrayer (detail) this only gets shared if someone picks this origin. This replaces Yoshimo.
    Your sister was killed in the city of Baldur’s Gate by a powerful group of adventurers, although you were very light on details. Having made your way west to the Sword Coast, you burn with desire to avenge your sister… enough so that when a powerful wizard approached you, you took his deal.
    Not until the Geas was complete did you understand what kind of a person Irenicus is. Your task is to travel with the party, keep the Bhaalspawn alive, and eventually deliver the Bhaalspawn into Irenicus’s custody.
    The geas is unbreakable, and even in death, your heart will need to be brought to a priest of Ilmater for you to truly have rest.

    This won’t kick in until the party reaches a certain area, and will be lightly foreshadowed through interactions in that area.

    Most of the traits grant power, so the Bhaalspawn (game main character) doesn't end up too out of line on power with the rest of the party. Several of them also reflect the importance of the "inner character arc" or moral struggle that the player's characters may face.

    Item Changes
    X of Protection +1 AC bonuses do not stack with magical armor bonuses.
    X of Protection +2 AC bonus stacks only as +1 with magical armor bonuses.
    Not impacted by things that adjust base armor such as Barkskin, Mage Armor, etc.

    Instead of “Sets your strength to 25” a Belt of Giant Strength would be along the lines of “increases your Strength by 5 to a maximum of 25”. This prevents Str-based characters from totally dumping their primary stat. Stat-boosting items do not exist for all stats.

    5e Pricing is gone in favor of BG2 base prices. Items sell for 25% of what you can buy them for as an economy-control measure.

    Some items that require attunement in 5e will not in this game. Generally, if it influences your base character statistics, gives more than 3 points of bonus damage, add spells or spell slots, modifies saving throws, or grants one or more substantial immunities, an item will typically require attunement.

    You will not find any item that gives +2d6 weapon damage outright. You will find a number of them that give a flat +x elemental damage, or carry other effects.

    There’s no outright magic item crafting or potion brewing due to lack of downtime, but there are certain items that can be assembled from parts or upgraded with the right special materials. Not a lot.

    Item Conversion from BG2
    Check for 5e equivalent versions and decide (for example, Mace of Disruption)
    Weapons:
    +2 or lower -> +1
    +3-+4 -> +2
    +5-+6 -> +3
    Armor:
    +1/+2 ->+1
    +3+ -> +2
    +4/+5 -> +3
    Shields:
    +1-3 -> +1
    +4 -> +2
    +5 -> +3


    Full Casters
    Full casters get more high level spell slots.
    Level Spell Slot
    13th 6
    15th 7
    17th 8
    20th 9

    Spell additions and changes
    Changed Spells
    1 Identify Consumes 100gp pearl
    3 Dispel Magic The caster must be able to see the target of the Dispel as well as having line of effect.
    4 Stoneskin Grants resistance to magical weapon damage as well. Lasts 1 hour. Material component cost increased to 500gp
    7 Forcecage Doesn’t exist.
    9 Time Stop Can cast spells affecting others. Each spell so cast during Time Stop requires Concentration.

    New Cleric & Druid Spells
    5 Magic Resistance Touch, 1 hr, grants +1 to saves vs magic per caster’s PB,1 target, upcast 1 target/level; available to Bards
    6 Physical Mirror Self, C up to 5 rounds; missiles are returned to sender.
    8 Shield of the Archons Self, C up to 5 rounds; target/attack roll spells absorbed up to 3x PB

    New Cleric Only Spells
    9 Aura of Flaming Death Self, C up to 10 rds; immune to fire & non-magic weapons, partial cover (+2 AC), enemies who attack within 5’ take 3d10 fire damage
    9 Globe of Blades Self, C up to 10 rds; creatures within 5’ of caster takes 10d10 magic slashing
    damage, Dex save half; save/damage provoked on entering area for first time or starting turn there

    New Wizard/Sorcerer Spells
    4 Minor Globe of Invulnerability As Globe of Invulnerability, blocks 3rd level & below
    4 Minor Spell Trigger Pre-cast 2 spells of 2nd level or below & store; cast both as a Bonus Action @ same target. Consumes material component of powdered ruby, 300gp
    5 Breach Target, 30’, auto-dispels protections against physical damage
    5 Lower Resistance Touch, reduce target’s saves vs spells by 2+caster’s PB
    5 Spell Immunity Self, C up to 10 rds, blocks effects of 1 spell school selected at casting.
    Pierce Magic negates
    5 Protection From Normal Weapons Self, BA, C up to 3 rounds, blocks all non-magic B/P/S. Incompatible PFMW
    6 Pierce Magic Target, 30’, reduce targets saves vs spells by caster’s PB + dispel protections against magic
    6 Protection from Magic Weapons Self, BA, C up to 3 rounds, blocks all magic B/P/S.
    Incompatible with PFNW
    7 Spell Turning Self, C, Causes 12 spell levels of spells cast directly at target to rebound.
    Re-use attack rolls. Caster targeted by rebound makes saves.
    7 Teleport Range limited to about 100 miles.
    8 Spell Trigger Pre-cast 3 spells of 6th level or below & store; cast both as a Bonus Action @ same target. Consumes material component of Emerald, 1500gp.
    9 Chain Contingency As Contingency, 3 spells of up to 7th level.
    Consumes material component of Rogue Stone, 5000 gp.
    9 Spell Trap Self, C up to 5 rnds, absorbs 18 spell levels of spells cast directly at the target.
    When hit by a spell, its effect is negated and you regain a spell slot of that level. Can be removed by Pierce Magic.
    Consumes material component of Rogue Stone, 5000 gp.

    I also have a summary sheet showing all of the spells that have material components, what the component is, and if it's consumed or not during castings. Wizards need to be spending money and buying components to use all the options, which serves as a money sink and a source of decision-making: "Do we save for this good item or do we buy components for these spells?" It also keeps Schroedinger's Wizard in check.
    Last edited by J-H; 2023-05-13 at 03:13 PM.