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# Revised Spell Rules The following is a list of revised spells from d&d 5e. These are intended to replace the existing spells with the same name to provide a more usable and practical effect on par with spells of the same level.
## Cantrips ### True Strike ___ - **Casting Time:** 1 action - **Range:** 30ft. - **Components:** S - **Duration:** To the end of your next turn ___ You write a sigil in the air which faintly glows in your eyes. You learn if a target of this spell in range has a vulnerability or immunity (one is randomly told by the DM). Once learnt about a target, any repeat castings against the same target in the same day will grant only the same knowledge learnt. This spell can cause increased damage when you reach certain levels as your magic grants you insight to aim for a weak spot of the target. **At 5th level** your next attack roll that hits the target of this spell, before the end of your next turn, deals an extra **2d6 damage** to the target with whatever damage type you inflict. **At 11th level** the damage increases to **3d6** **At 17th level** the damage increases to **4d6** ## 2nd level spells ### Find Traps ___ - **Casting Time:** 1 action - **Range:** 30ft. - **Components:** V, S - **Duration:** Instantaneous ___ You find all traps and secret doors (as long as the DC to find it is 16 or less) in range that are in line of sight and in range not behind total cover. This causes all traps and secret doors to ping and you can choose to focus on one of those pings as a free action to glean insight into how to disable/ open it. You can grant advantage to anyone attempting to open/ disable the trap or secret door as part of this spell. **At Higher Levels**: When you cast this spell using a spell slot of 3rd level or higher, you can detect traps or secret doors of DC 16 + 2 for each higher spell slot used. ## 6th level spells ### Find the Path ___ - **Casting Time:** 1 minute - **Range:** Self - **Components:** V, S, M (A set of divinatory tools—such as bones, ivory sticks, cards, teeth, or carved runes—worth 100 gp) - **Duration:** 1 day ___ This spell allows you to find the shortest, most direct physical route to a specific fixed location that you are familiar with on the same plane of existence. If you name a destination on another plane of existence, a destination that moves (such as a mobile fortress), or a destination that isn’t specific (such as “a green dragon’s lair”), the spell fails. For the duration, as long as you are on the same plane of existence as the destination, you know how far it is and in what direction it lies. While you are traveling there, whenever you are presented with a choice of paths along the way, you automatically determine which path is the shortest and most direct route (but not necessarily the safest route) to the destination. If you cast this spell without a destination in mind, it will direct you to the closest individual or object that would lead to the next step in your quest (according to the DM's discretion). ## 7th Level Spells
### Mordenkainen's Sword ___ - **Casting Time:** 1 action - **Range:** 35ft. - **Components:** V, S, M (a miniature platinum sword with a grip and pommel of copper and zinc, worth 250 gp) - **Duration:** Concentration, 1 minute ___ You create a sword-shaped plane of force that hovers within range. It lasts for the duration. When the sword appears, you make 2 melee spell attacks against a target of your choice within 5 feet of the sword. On a hit, the target takes **3d10** force damage. Until the spell ends, you can use a bonus action on each of your subsequent turns to move the sword up to 35 feet to a spot you can see and repeat these attacks against a a target of your choice. **At Higher Levels**: When you cast this spell using a spell slot of 8th level or higher, the damage increases by **1d10** for each slot level above 7th. ## 9th Level Spells
### Power Word Kill ___ - **Casting Time:** 1 action - **Range:** 100ft. - **Components:** V or S - **Duration:** Instantaneous ___ You know a word of power that can compel one creature you can see within range to die. You can direct this word to a creature you choose to take **100 damage** irrespective of resistances or immunities and this damage can't be reduced by any means as well as bypasses any temp hp. If the creature is reduced to 0hp, they die instantly.