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Spell Synthesis (WIP)

By using certain spells in conjunction, you can cause these spells to “fuse” and create more powerful effects. These effects could range from Evocation spells causing more damage or gaining additional effects, to illusion spells having greater impact/less restrictions.
The idea is that you first cast a spell with a duration longer than instantaneous, then cast another spell during the other spell's duration to create a more powerful effect.
Factors that determine the strength of the fused spell's effects:

  • The level that spells need to be cast at - perhaps a spell needs to be upcasted before it can be fused, ie. The spell is 2nd level but needs to be cast with a 3rd level spell slot. Higher spell slots should be more powerful
  • Number of spells required - More spells = More power, or perhaps more unpredictability/chaotic fusions
  • Can multiple people make the spells fuse? - Each fusion should state whether one person has to use the fusion or multiple people can make it. Maybe if the spells are cast with a higher spell slot than necessary, multiple people could fuse the spells. Typically, single person fusions should be more effective than multiple person fusions, but certain combinations could give the same level of power if the required spells are harder to use together, such as if they are on different class spell lists.
  • homebrew/mechanic/spell_synthesis.1695205094.txt.gz
  • Last modified: 9 months ago
  • by Luke