List of Changed Spells
2nd level sorcerer and wizard spell
With a 4th level spell slot, this spell may grant wings and a fly speed, in addition to the stated options. Why – this use of the spell would make sense, and would not be overpowered compared to the 3rd level spell fly.
3rd level cleric and wizard spell
This spell has been replaced with the following description. Why – Allow far greater flexibility in the type of undead that can be created, since it is no longer restricted to humanoid skeletons and zombies.
Casting Time: 1 minute
Range: 10 feet
Components: V, S, M (a drop of blood, a piece of flesh, a pinch of bone dust and a black onyx gem worth 50 gp, consumed by the spell)
You can create or reassert control over a total 1 CR worth of zombie, ghoul, wight, skeleton, ghost, spectre, shadow or wraith creatures from up to 2 corpses and bone piles within range (The DM has that creature’s game statistics). Each undead created in this way must come from a different intact corpse or set of bones as appropriate (zombies, wights and ghouls must come from corpses as an example). Any of these remains that were used by this spell but do not comprise an undead created in this way turn to dust. Corporeal undead created in this way are of the same size and shape of the remains they were created with, and turn to dust upon being destroyed. Creatures created by this spell are under your control for 24 hours or until you cast this spell again, whichever comes first (if you cast this spell and don’t use it to reassert control over an undead creature you created with it, it is no longer under your control). Undead creatures controlled with this spell lose the ability to spawn new undead. On your turn, as an Action, you can mentally command any creature you made with this spell if that creature is within 60 feet of you. You decide what actions the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. A creature given orders in this way continues to follow them until its task is complete or you no longer control it.
At Higher Levels: For each spell level beyond the 3rd this spell is cast at, you create or reassert control over +1 CR worth of undead creatures, and it requires +1 extra minute to cast and +25 extra gp worth of black onyx material components.
6th level sorcerer, warlock, and wizard spell
This spell functions exactly as you would expect a portal gun to function, minus the condition that the surface must be white. Why: "Magic isn’t about why, it’s about why not! –Cave Johnson, the mad alchemist, probably
2nd level paladin spell
More powerful steeds may be summoned with a higher level spell slot. At 2nd level, you may have a steed with a CR of up to 1. With each slot level above 2nd used to cast this spell, the CR of the allowed mounts increases by 1.
1st level bard, sorcerer and wizard spell
This spell is replaced with the following description. The effect now allows a Wisdom save to negate the effect, and the number of hit points of creatures that can be affected now increases by 4d8 for each slot level above 1st. Why: This allows the spell to be less OP at low levels, yet remain relevant at higher levels.
Casting Time: 1 action
Range: 90 feet
Components: V, S, M (a pinch of fine sand, rose petals, or a cricket)
Duration: Concentration, up to 1 minute
This spell sends creatures into a magical slumber. Roll 5d8; the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures). Starting with the creature that has the lowest current hit points, each creature affected must make a Wisdom saving throw or fall unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for that creature to be affected. Undead, constructs, and creatures immune to being charmed aren’t affected by this spell.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, roll an additional 4d8 for each slot level above 1st.