Spell's rules

Casting spells

Rituals
You can cast a ritual if you are being transported (on a boat/carriage/…) but not while riding, driving a vehicle or walking, as those activities takes too much focus away from the ritual itself.

Verbal components
(RAW) Verbal components must be uttered out loud, unless the caster have a metamagic power allowing these verbal incantations to be whispered or silent thoughts.
(HR) You can’t utter verbal components underwater, unless you have water breathing or can speak Aquan, or when suffocating, unless you have a morphology allowing you to speak without having to breath.

Somatic components
(RAW) One hand must be free to do the somatic components of a spell. A shield’s hand or a wielder of a two-handed weapon can use one hand to that effect anytime. A dual wielder must drop or stow a weapon before doing somatic components, unless they have the War Caster feat.

Material components
(RAW) If any spell requires material component, these components must be part of the equipment carried (using a component pouch), and must be handled with a free hand while casting.
(RAW) Some objects can act as magical focus and can replace the need for components that do not need to be consumed for the spell to be cast, as long as they are held in one hand when casting.
(RAW) All valuable consumable components must be specifically obtained, regardless of the presence of a focus.
(RAW) A spell requiring a holy symbol will work with a hand holding a shield engraved with the deity’s holy symbol. Such a shield would immediately reveal the symbol of the deity to all seeing the shield.
(HR) Pixie Dust can always be used instead of any components, valuable or not.

Check the Caster’s free hand summary here.

Illusions

See Illusions

Innate abilities

(HR) Creatures or characters with innate abilities that requires concentration to maintain have a +2 bonus to Constitution checks when making a concentration check for them (Drow magic, Tiefling Infernal legacy, …)

Saving throws

(HR) Anyone can purposefully chose to fail a saving throw when submitted to one, submitting themselves to the magical effect without resistance, and not even rolling the dice.

Spells (HR)

Contact other planes
Replace the spell description as follow
“For the duration of this spell, you can cast another spell whose effect states that it only only works on the current plane, and have this spell work through any plane instead of the current plane only.”

Counterspell
Counterspell must be cast on another creature’s turn (see Reactions rules in Combat). Counterspell is not a legal target for this spell.

Detect good/Evil
In addition, the caster can also locate creatures with a moderate or strong good or evil alignment.

Detect Magic
Magical items with simple Protection and Enhancements auras can be identified with a Detect Magic.
See Identification for more details.

Dispel Evil/Good
If the caster’s alignment is marked by an aura (faint, moderate or strong), the spell protects against specific opposed creatures.
Good: Fiends, Evil (creatures with at least a faint aura)
Evil: Celestials, Good (creatures with at least a faint aura)
Effects against elementals, feys and undeads apply at all time.

Identify
Identify does not automatically identify all the powers of a magic item. In this campaign, it is a process akin to research that takes time and dedication to find out the properties of a magical item. The more powerful the item, the more time and resource is required. See Identification for more details.

Faerie Fire
When a creature must make a DEX save, it is very briefly outlined as a reflection by the faerie fire and its shape is visible for a fraction of second, even if it is invisible and succeeds on its save. This brief outline only tells it is within the zone of the faerie fire, not the exact space.

Greater restoration
Calling upon the positive plane for a greater restoration can only work once per day. Another casting of this spell within 24 hours will have no effect, even for the restoration of a different nature.

Locate Beasts and Plants
When cast in the Underdark, it can also locate monstrosities.

Mending
The latest mending on the same object replaces the previous one. A character can do one more mending to an object for each character’s level, without removing the effect of his previous mends on the same item. Any mending done by someone else on an item will undo all existing mending.

Prestidigitation
Every four character’s level, the caster gain enough experience with the handling of this spell that he can add a minor prestidigitation effect of his choice to the list of prestidigitation effects, for customization purposes. This effect must be approved by the DM before it can be manifested.

Protection from good/evil
If the caster’s alignment is marked by an aura (faint, moderate or strong), the spell protects only against opposed creatures.
Good: Fiends, Evil (creatures with at least a faint aura)
Evil: Celestials, Good (creatures with at least a faint aura)
Protection against aberrations, elementals, fey, and undead apply to all.

Sending
Only work on the same plane. Use “Contact Other Plane” to extend the capacity to sending a message across planes.
A lack of response can be either because the target refuses to respond, is on another plane or is dead, with no ways of telling which it is.

Teleportation
When using Teleport to a permanent circle destination, the sigils of the destination circle will flash and glow in the air around where the caster casts the spell, visible to all for one round after the spell is cast. A moderately difficult INT check for those viewing them is required to be able to reproduce these sigils.
Note: Expertise can be used to increase the result of the d100 teleportation check

Thaumaturgy
Every four character’s level, the caster gain enough experience with the handling of this spell that he can add a minor appearance self-enhancing effect of his choice to the list of Thaumaturgy effects, for customization purposes. This effect must be approved by the DM before it can be manifested.

Wind Walking
When wind walking, always use fast pace (400’) except for the days where the winds are moderate or strong:
- If the party travels directly against the wind: use Slow pace (200’)
- If the party does not have the wind behind them: use Regular pace (300’)

Spell's rules

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