For the duration, the spell enlarges or reduces a creature or an object you can see within range (see the chosen effect below). A targeted object must be neither worn nor carried. If the target is an unwilling creature, it can make a Constitution saving throw. On a successful save, the spell has no effect.
Everything that a targeted creature is wearing and carrying changes size with it. Any item it drops returns to normal size at once. A thrown weapon or piece of ammunition returns to normal size immediately after it hits or misses a target.
Enlarge. The target’s size increases by one category—from Medium to Large, for example. The target also has Advantage on Strength checks and Strength saving throws. The target’s attacks with its enlarged weapons or Unarmed Strikes deal an extra 1d4 damage on a hit for every enlarged size.
Reduce. The target’s size decreases by one category—from Medium to Small, for example. The target also has Disadvantage on Strength checks and Strength saving throws. The target’s attacks with its reduced weapons or Unarmed Strikes deal 1d4 less damage on a hit for every reduced size (this can’t reduce the damage below 1).
Using a Higher level Spell Slot. Every 2 spell slots above 2nd spell slot, you can choose one size bigger/smaller up to tiny/gargantuan or you can longer concetrate. One upcast - 1 hour, Two upcasts - 8 hours, 3 upcast - 1 day. You can combine size and time upcast. For example Enlarge from 6th spell slot can do medium creature a huge for 1 hour.
I'm not sure if carrying capacity, push, lift, drag have own rules for different sizes and same strenght score or I have to mention it. And scaling weapon dmg isn't fair as well.
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My first try:
Enlarge/Reduce
For the duration, the spell enlarges or reduces a creature or an object you can see within range (see the chosen effect below). A targeted object must be neither worn nor carried. If the target is an unwilling creature, it can make a Constitution saving throw. On a successful save, the spell has no effect.
Everything that a targeted creature is wearing and carrying changes size with it. Any item it drops returns to normal size at once. A thrown weapon or piece of ammunition returns to normal size immediately after it hits or misses a target.
Enlarge. The target’s size increases by one category—from Medium to Large, for example. The target also has Advantage on Strength checks and Strength saving throws. The target’s attacks with its enlarged weapons or Unarmed Strikes deal an extra 1d4 damage on a hit for every enlarged size.
Reduce. The target’s size decreases by one category—from Medium to Small, for example. The target also has Disadvantage on Strength checks and Strength saving throws. The target’s attacks with its reduced weapons or Unarmed Strikes deal 1d4 less damage on a hit for every reduced size (this can’t reduce the damage below 1).
Using a Higher level Spell Slot. Every 2 spell slots above 2nd spell slot, you can choose one size bigger/smaller up to tiny/gargantuan or you can longer concetrate. One upcast - 1 hour, Two upcasts - 8 hours, 3 upcast - 1 day. You can combine size and time upcast. For example Enlarge from 6th spell slot can do medium creature a huge for 1 hour.
I'm not sure if carrying capacity, push, lift, drag have own rules for different sizes and same strenght score or I have to mention it. And scaling weapon dmg isn't fair as well.