I am a long time DM who is running games for multiple concurrent groups. My favourite group consists of 3 veteran players each playing a Witch (wizard) and together they make up a coven of 3 witches. It started as an off-the-cuff suggestion by me when they were rolling stats for characters, but quickly became the driving force for the game and has been a huge source of enjoyment.
It's been an absolute blast to DMhttps://showbox.bio/https://tutuapp.uno/https://vidmate.cool/ for a super creative group that RPs the hell out of your classic argumentative and selfish Witch archetype. One of the things that has been really interesting is how much they love finding wizard's spellbooks that contain spells they don't know. Or finding obscure secrets of magic that they can study and use to enhance their magical ability, like a spell scroll that contained a cleric spell, but was usable by any character that could cast at least 1 first level spell, as opposed to only being usable by a cleric.
What I have been slowly introducing is the idea that they can obtain/learn the "greater" version of spells, which functions as a slightly (or greatly) improved version of a spell.
You may wish to consider purchasing Matt Colville's book, Strongholds and Followers. In it he provides rules for building a stronghold; four different types generally able to cover the interests of each character class. For magic users, a Wizard's Tower is the target type of stronghold. But if you prefer you may build a keep, a chapel or an establishment (which is the one my Bard would build, also good for rogues). There are sub-types of strongholds including a Ranger's Hunting Lodge, a Druid's Grove and a Barbarian's Camp.
After you build your stronghold it unlocks certain advancements, and for wizard type folks it allows research into new spells, which mostly consist of taking an existing spell and upgrading it in some way. This makes the new spell one level higher than the "parent" spell. You and your friends might like that a lot. Enjoy.
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1) Hags are noted to be able to use magic bound to items to do something like the artificer infusions or make it a branch of alchemy so they create potions that produce spell effects.
2) Have them be able to combine spells slots to cast spells at a higher level, for example: assuming a combat round player 1 expends a level 3 slot and starts the "ritual", Player 2 expends a level 3 slot on their turn to empower it and the final player expends a level 3 slot and casts fireball but instead of casting a fire ball at level 3 they instead cast it as a level 6 and this can enable them to cast spells at a higher level then their spell slots would allow, the man caveat being they all have to expend a spell slot of equal level and cast a spell at least one fo them knows.
3) Easier option is have them be able to turn some non instantaneous spells into rituals (a ritually cast Mage Armour makes for good pyjamas).
4) You could let them create variants of existing spells but with a meta magic attached to them. For this option I refer back to 3.5e where meta magic was available to all spell casters and just increased the level a spell was cast at, we'd need ot adjust things a little, so Empower Spell cost a spell slot 2 levels higher than normal but dealt 50% more damage, Enlarge spell cost 1 spell slot higher than normal (doubles the range or radius of effect of the spell), Extend Spell cost 1 slot higher than normal (Doubles the duration of the spell), Maximize Spell cost a slot 3 higher than normal (all numeric effeects: damage dice, curing HP, reducing HP, gaining temp HP etc) are considered the maximum possible, Quicken Spell cost a slot 4 levels higher but enables a 1 action spell to be cast as a bonus action or a bonus action spell to be cast as reaction), Silent Spell costs a slot 1 higher than normal (removes a V component from a spell), Still Spell cost a slot 1 higher than normal (removes the S componenet to a spell)
There are a few other meta magics in other books so if you are interested in that one let me know and i can dig through them if you haven't got any 3.5e books
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I am a long time DM who is running games for multiple concurrent groups. My favourite group consists of 3 veteran players each playing a Witch (wizard) and together they make up a coven of 3 witches. It started as an off-the-cuff suggestion by me when they were rolling stats for characters, but quickly became the driving force for the game and has been a huge source of enjoyment.
It's been an absolute blast to DM https://showbox.bio/ https://tutuapp.uno/ https://vidmate.cool/ for a super creative group that RPs the hell out of your classic argumentative and selfish Witch archetype. One of the things that has been really interesting is how much they love finding wizard's spellbooks that contain spells they don't know. Or finding obscure secrets of magic that they can study and use to enhance their magical ability, like a spell scroll that contained a cleric spell, but was usable by any character that could cast at least 1 first level spell, as opposed to only being usable by a cleric.
What I have been slowly introducing is the idea that they can obtain/learn the "greater" version of spells, which functions as a slightly (or greatly) improved version of a spell.
You may wish to consider purchasing Matt Colville's book, Strongholds and Followers. In it he provides rules for building a stronghold; four different types generally able to cover the interests of each character class. For magic users, a Wizard's Tower is the target type of stronghold. But if you prefer you may build a keep, a chapel or an establishment (which is the one my Bard would build, also good for rogues). There are sub-types of strongholds including a Ranger's Hunting Lodge, a Druid's Grove and a Barbarian's Camp.
After you build your stronghold it unlocks certain advancements, and for wizard type folks it allows research into new spells, which mostly consist of taking an existing spell and upgrading it in some way. This makes the new spell one level higher than the "parent" spell. You and your friends might like that a lot. Enjoy.
Cum catapultae proscriptae erunt tum soli proscript catapultas habebunt
What about using a "hag coven" style so:
1) Hags are noted to be able to use magic bound to items to do something like the artificer infusions or make it a branch of alchemy so they create potions that produce spell effects.
2) Have them be able to combine spells slots to cast spells at a higher level, for example: assuming a combat round player 1 expends a level 3 slot and starts the "ritual", Player 2 expends a level 3 slot on their turn to empower it and the final player expends a level 3 slot and casts fireball but instead of casting a fire ball at level 3 they instead cast it as a level 6 and this can enable them to cast spells at a higher level then their spell slots would allow, the man caveat being they all have to expend a spell slot of equal level and cast a spell at least one fo them knows.
3) Easier option is have them be able to turn some non instantaneous spells into rituals (a ritually cast Mage Armour makes for good pyjamas).
4) You could let them create variants of existing spells but with a meta magic attached to them. For this option I refer back to 3.5e where meta magic was available to all spell casters and just increased the level a spell was cast at, we'd need ot adjust things a little, so Empower Spell cost a spell slot 2 levels higher than normal but dealt 50% more damage, Enlarge spell cost 1 spell slot higher than normal (doubles the range or radius of effect of the spell), Extend Spell cost 1 slot higher than normal (Doubles the duration of the spell), Maximize Spell cost a slot 3 higher than normal (all numeric effeects: damage dice, curing HP, reducing HP, gaining temp HP etc) are considered the maximum possible, Quicken Spell cost a slot 4 levels higher but enables a 1 action spell to be cast as a bonus action or a bonus action spell to be cast as reaction), Silent Spell costs a slot 1 higher than normal (removes a V component from a spell), Still Spell cost a slot 1 higher than normal (removes the S componenet to a spell)
There are a few other meta magics in other books so if you are interested in that one let me know and i can dig through them if you haven't got any 3.5e books
I dislike the 3.5 metamagic in 5.e They caused problems, which is why they were heavily modified in 5e as Sorcerer stuff.
For "Greater" Spells, I like to remove limitations, and not more than two changes.
For example, consider True Strike Cantrip: Self, 1 round, 30 ft range, Concentration, and one attack roll at advantage.