Instead of premade spells that you select, you make your own list of spells in a similar way to feats. Each spell will list its Fundamental as well as a source and behavior. Different classes will have access to different spell sources and behaviors similar to spell lists.

There however will not be any training for spells as that removes the opportunity cost of upcasting

Brainstorm

Somehow spells have to feel unique with their own identity but also have key characteristics that can be modified by sources and behaviors. The issue this presents is I a source doesn’t modify keywords in the spell you are using, then that’s one less option you have to select from when making your spell. But if a source modifies every keyword, then sources become bloated with a lot of extra rules specifications.

Maybe instead of sources working like feats, they could be points that let you upgrade or customize a spell. Con: removes a lot of cool flavor I think from the system

What if sources weren’t tied to specific feats or spells but were a separate list that could be dynamically applied to different feats or spells. This makes this system more modular I think.

Probably going to remove the behaviors system for ease of play.

Keywords

Spellcasting

  • ranged spells attacking a target within 5 feet are Hindered Sources A source must match in level with the spell you are casting with. So if you are casting a third level spell and using greater rejuvenation, that greater rejuvenation must be used at its third level power.

Sources automatically scale depending on which spell level you have access to. The exception for this is Cantrips where it scales with the Cantrip instead.

Need to incentive players to use multiple sources instead of just the same one over and over without having annoying book keeping of tracking how many times a source was used.

Area of affects

if a source is used with an area of effect and it lists a target in its description, that source applies to one target within the spells area unless otherwise stated.

allies and enemies

Sources should specify different effects on allies on and enemies when necessary

Divine

NOTE

Needs flavor text

Cantrips

Scaling for Cantrips should be minor bonus and effects.

Cantrip sources will be locked behind character level

Character Level 1+
Lesser Extended Spell

You increase the range of a Cantrip. If the Cantrip has a range of touch, it gains a range of 30 feet. If the Cantrip normally has a range, the range increases by 30 feet.

At Higher Levels: the range for both Touch and ranged cantrips increases by 30 feet.

Lesser Protection
  • Target: Creature who is the target of the Cantrip. Allies: Grant a +1 to AC and all saving throws for 1 round to the target of this Cantrip.

At Higher Levels: Increase the AC and Saving Throw bonus by 1

Lesser Blessed Weapon
  • Target: Creature who is the target of the Cantrip. Select a weapon the target is holding or has equipped. That weapon becomes magical and gains a +2 bonus to attack rolls made with that weapon until the end of their next turn.

At Higher Levels: the attack bonus increases by +2.

Lesser Cursed Weapon
  • Target: Creature who is the target of the Cantrip. Select a weapon the target is holding or has equipped. The target must make a wisdom saving throw. On a failure, the weapon becomes cursed. While cursed, the target suffers a -2 penalty to attack rolls made with that weapon Until the end of their next turn..

At Higher Levels: The attack penalty increases by -2.

Character Level 5+
Quickened
  • Target: Creature who is the target of the Cantrip.
  • Duration: 1 Minute The target gains a +10 bonus to movement speed for the duration.

At Higher Levels: You can target one additional creature within 30 feet and the movement speed bonus increases by 10 feet.

Empower
  • Target: One Creature who is the target of the Cantrip.
  • Duration: 1 Round Choose an ability. The target gains [[FFavoredeir next d20 roll with that ability for the duration.

At Higher Levels:Favored NOTE: Might make flat bonus instead.

Divine Imbuement
  • Target: Target of the Cantrip
  • Duration: 1 Minute When casting a cantrip with this source, change the listed damage to radiant. When you roll damage, the target must make a Dexterity saving throw. On a failure they are covered in divine light and can’t benefit from being Invisible or Hidden. The target can repeat this save at the end of each of their turns.
Character Level 11+

Spell Level 1+

Major Rejuvenation
  • Target: 1 creature you can see within range Heal 1d6 Greater Healing to either the target of the spell, or a target within 15 feet.

At Higher Levels: Increases the healing by 1d6 and the range by 5 feet.

Vitality

Minor Rejuvenation
  • Target: 1 creature you can see within range Heal 1d8 Lesser Healing to either the target of the spell, or a target within 30 feet.

At Higher Levels: Increases the healing by 1d8 and the range by 5 feet.

Vitality

Divine Wrath
  • Target: All creatures within range Area: 10 foot burst On a successful hit or failed save, all creatures within 10 feet of the target of must make a Basic Dexterity Saving Throw vs your spell save DC. On a failure, they take 1d4 radiant damage

At Higher Levels: The damage increases by 1d4.

Strike

Celestial Aid
  • Target: 1 creature targeted by the spell Divine spirits protect the target from harm. Any creature that attacks the target of this spell until the start of your next turn takes 1d6 radiant damage.

At Higher Levels: The damage increases by 1d6.

Strike

Protection
  • Target: 1 creature you can see Allies: Grant a +1 to AC and all saving throws for 1 minute to the target of this spell.

At Higher Levels: Increase the AC and Saving Throw bonus by 1

Aegis

Blessed Weapon
  • Target: 1 creature you can see Select a weapon the target is holding or has equipped. That weapon becomes magical and gains a +2 bonus to attack rolls and their Weapon Dice increased by 1 on their next attack.

At Higher Levels: (5th) the attack bonus is +4 and the Weapon Dice increased by +1. (9th) The attack bonus is +8 and the Weapon Dice increased by +1.

Strike

cursed weapon
  • Target: 1 creature targeted by your spell On a successful hit or failed save, select a weapon the target is holding or has equipped. The target must make a wisdom saving throw. On a failure, the weapon becomes cursed. While cursed, suffers a -2 penalty to attack rolls with that weapon and that weapons Weapon Dice is decreased by 1 until the end of their next turn..

At Higher Levels: (5th) the attack penalty is -4. (9th) The attack penalty is -8 and the Weapon Dice is decreased by an additional die.

Invigorate

At Higher Levels: increase the amount of Temporary Hit Points by 3

Divine Resistance
  • Target: 1 creature you can see
  • Duration: 1 Round The target gains resistance 4 to radiant damage and half the amount to the next source of damage it takes.

At Higher Levels: The radiant resistance increases by 2 and the duration increases by 1 round.

Divine Weakness
  • Target: 1 creature targeted by your spell
  • Duration: 1 Round On a successful hit or failed save, the target gains Weakness 4 to radiant damage and half the amount to the next source of damage it takes.

At Higher Levels: The radiant Weakness increases by 2 and the duration increases by 1 round.

Extended Spell

You increase the range of a Spell. If the Spell has a range of touch, it gains a range of 20 feet. If the Spell normally has a range, the range increases by 20 feet.

At Higher Levels: the range for both Touch and ranged Spells increases by 10 feet.

Spell Level 2+

need more damaging or offensive options

Cleansing Fire
  • Target: One Creature that has the Bloodied condition.
  • Duration: 1 Round Divine radiance sears the wounds of your allies. The target of this spell can choose to take 1 fire damage. If they do, they are not considered Bloodied until the start of your next turn.

At Higher Levels: increase the duration of this effect by 1 round.

Rotting Blight
  • Target: One Creature Target must make a Constitution saving throw or take 1d8 necrotic damage on a failure and their next d20 roll is [[FavoHinderedgher Levels:** The damage increases by 1d8.
Greater Expansion

Increase the amount of creatures a spell can target by one. The new targets must still be within the spells casting range. Doing so increases the action cost of the spell by one.

At Higher Levels: increase the targets by 1 for every 2 levels after the 3rd.

Bolster
  • Target: One Ally you can see
  • Duration: 1 Round The target gains [[FavoredFavoredxt attack roll.

At Higher Levels: (5th) The target gains [[Favored anFavoredl. (7th) All the targets d20 rolls during their turn gain [[Favored and H[[Favored and Hindered (Advantage System)|Favored]Favored

  • Prerequisite: your spell has range higher than touch. You focus the spells energy into one powerful attack. The spell gains a range of touch instead of its listed range. If it would normally target mFavored a successful hit or failed save, when you roll damage for the spell, increase the [[Weapon Dice]] by 1 (maximum of a d12). And you reroll 1s and 2s. You must use the new result.

**At Higher Levels:Favored within 5 feet of a creature, the spells attack roll or saving throw isn’t [[Favored and HindHindered Empathetic healing

  • Prerequisite: The target of your Greater Healing or Lesser Healing has The Bloodied condition. You cause your next instance of Greater Healing or Lesser Healing this turn to roll at its maximum value. However, any conditions applied to the creature apply to you and any missing health you restore, is dealt as void damage to you halved. (Rounded down). This damage ignores any resistances or immunities.

At Higher Levels: Gain a +4 bonus to the healing rolled.

Hastened
  • Target: One target of the spell.
  • Duration: 1 Minute The target gains an extra action which can only be used to Attack or Move.

At Higher Levels: You can target one additional creature within 30 feet..

Holy Ground
  • Target: One target of the spell and up to two other creatures
  • Duration: 1 Minute You bless the ground around your enemies. The ground beneath one target of your Spell becomes holy ground. The holy ground extends in a 20 foot area centered on the target. That target and two other creatures you can see are considered anathema to your deity, becoming negatively affected by holy ground. The holy ground is considered Impeded Movement for these creatures. They also take 1d6 t radiant damage if they enter or start their turn standing on the holy ground. They can also make this saving throw to end the persistent damage if they are not standing on the holy ground.

At Higher Levels: The range of the Holy Ground increases by 5 feet and the damage increases by 1d6.

Split Focus
  • Target: One target of the spell and an additional target within 30 feet.
  • Prerequisite: The spell targets one creature. You divert the potency of your spell between two targets. If the spell requires an attack roll, make a separate attack roll against each target (incurring [Multiple Attack Penalty as normal). If it requires a saving throw, both targets must attempt the saving throw.

At Higher Levels: Note: bad wording

Selective Energy

When you cast a spell that has an area of effect, you can select up to 5 creature to not be affected by the spell.

At Higher Levels:

Remediate
  • Target: One target of the spell You can attempt a saving throw on a condition afflicting a creature. You use your Wisdom modifier for this save, even if the save would normally require a different ability score.

Spell Level 4+

Drain Life
  • Target: One creature targeted by your spell The target is Drained
Emblazing Light
  • Target: Area of 30 feet centered on the spells target.

You choose one target from your spell. A beacon of bright holy light surrounds the target. The beacon sheds bright light in a 30-foot-radius centered on the target until the beginning of your next turn. All creatures in the area must succeed at a Wisdom save equal to your spell DC or become Dazzled for 1 round.

Favor Weapon
  • Target: a creature wielding weapon you can see
  • Duration: You channel this spell into the hands of an ally. Instead of casting this spell, the spell is imbued on a wielded weapon you can see. The spell slot is still expended this turn but the spell doesn’t take effect until the wielders turn. If the target hits a creature before the start of your next turn, you add your spells damage and other effects to that attack. If the spell requires a saving throw, the spell uses your Spell save DC or the targets Class DC or Spell DC (whichever is higher). If the spell deals damage, the weapons damage dice inherit the same damage type instead of its listed damage type. Both the weapon and spell deal an additional die of damage when cast in this way. If the creature does not successfully land an attack with the imbued weapon before the start of your next turn, then the spell is wasted

At Higher Levels:

Surging Life
  • Target: One creature you can see within 30 feet For every 5 Hit Points you restore to a creature other than yourself this turn, you gain a +1 bonus to attack rolls and a +2 to damage rolls for your spells and cantrips until the end of your next turn.

At Higher Levels:

Relay Spell
  • Target: One creature you can see You select a willing creature to be a conduit for your magic. You can cast a spell from another ally you can see as if they were casting the spell, using your spell save DC and spell attack modifier. You use this ally for determining line of sight as well as the spells range. The ally then uses their reaction to cast the spell. While casted in this way, the ally may expend any 1 action feature to be used as part of this spell attack.
Magical Resilience
  • Target: One creature targeted by your spell
  • Duration: 1 Round Your target gains [[Favored and HindranFavoredinst magical effects and spell attack rolls against them are [[Favored and Hindered HinderedOrdained Expediency
  • Target: 1 creature targeted by the spell Choose a feature of your spells target with a minimum action cost of 1 action. Reduce the action cost of this ability by one (minimum of 0) until the end of your targets next turn. When the feature is used in this way, regardless of the action cost of the ability, you limit its uses during their turn to 1.
Cease Dying
  • Target: 1 creature you can see Choose a creature that is either the target of your spell or a creature within 30 feet of your spells target. If this creature is at 0 Hit Points, you restFavoredtheir death clock. They are also immune to the Bloodied condition until the end of their next turn.
Great Magnification

Your spell gains an area of effect of 10 feet. This is a burst centered on the spells target. If the spell has multiple targets, choose one of the spells targets to gain this effect. If the spell already has an area of effect, increase its size by 10 feet. If the spell would deal damage or apply negative 01 Conditions or effects, creatures caught in the spells area of effect must make a Basic Saving Throw determined by the effect (DM Discretion). The spells damage and healing dice are reduced by 1 (minimum of a d4) for creatures in the effect area. Regardless of how many creatures are in the area of effect, a maximum of three creatures can be affected by this source. If more than three creatures would be affected, select three and the others remain unaffected.

At Higher level: Increase the area of effect by 5 feet.

Primal

Cantrips

Character Level 5+
Elemental Imbuement
  • Target: Target of Cantrip
  • Duration: varies When you select this source at level 5, pick an elemental damage type (Fire, Electricity, Acid, or Cold). Cantrips using this source only gains benefits from the elemental damage you selected. When casting a cantrip with this source, change this spells listed damage to the elemental damage you picked. The target(s) takes on an additional effect depending on which element you picked.

Fire: You deal 2 persistent fire damage. This increases to 4 at level 11. Electricity: Dexterity saving throw. On failure, the target takes a -2 penalty to Attack rolls. They can repeat this save at the end of each of their turns. This penalty increases to -4 at level 11. Acid: Dexterity saving throw. On failure, the targets AC is reduced by -1 for 1 minute. They can repeat this save at the end of each of their turns. This increases to -2 at level 11. Cold: Constitution saving throw. On failure, reduce the targets movement speed by 5 feet for 1 minute. They can repeat this save at the end of each of their turns. This increases to 10 at level 11.

At Higher Levels: Pick an additional element type. You can choose between the elemental types you selected.