Homebrew spells allowed with DM approval for balance.
Sorcerers get most freedom to tweak spells (damage type, range, visuals).
Other classes can flavor spells visually, but mechanical changes require approval.
Allowed tweaks: swapping damage type, adjusting range or area shape/duration (not power).
Fire spells often fail or weaken underwater.
Lightning spells work normally and may affect multiple targets in water.
Cold spells may behave oddly in hot environments.
Creative casting is encouraged!
Repeatedly using the same spell to bypass everything will eventually have consequences β enemies adapt, wards appear, etc.
Casting mechanics are flexible unless restrictive conditions apply (grappled, restrained).
Material components donβt need tracking.
Spellcasters are assumed to prepare/adjust between turns.
Counterspell: Must see or perceive casting; subtle or hidden spells might bypass it. Describe your reaction as it happens.
Concentration: Casting a new concentration spell ends the previous one automatically.