Would it make sense to create a homebrew rule that allows spellcasters to cast more spells than they have spell slots for? Here is my idea.
When a spellcaster runs out of spells, they can still cast more spells at the risk of gaining exhaustion. If they try to cast a spell without the spell slots needed, they must make a (DC 13 + the level of the spell they are casting) constitution saving throw. On a fail, they take a level of exhaustion equal to the level of the spell they tried to cast, the spell is not cast, and the difficulty class for trying to cast spells like this rises by one. On a success, they cast the spell successfully and they gain only one level of exhaustion. A spell caster can only cast spells like this up to the highest level spell they know and they can't upcast spells. Example: Floyd the Mage has run out of spell slots but the monster they are fighting is still standing and going strong. (He probably shouldn't have been using heat metal on his frying pan to cook eggs and bacon right before heading into the Dungeon of Death) He decides to take the risk and cast the spell acid arrow even though he is low on strength, he is desperate. Floyd attempts to cast the spell, the DC is 15. If he fails, he gains two levels of exhaustion because it was a second level spell, the spell isn't cast, and if he tries something like this again, it will be a lot harder because the difficulty class has risen by one. If he succeeds, he casts the spell and he only takes one level of exhaustion.
Does this seem like a cool, fun, and not overpowered ability to add to spellcasters?
Also, would it be better to only give it to some spellcasters, like sorcerers or warlocks, or would it be fine to have as an option for any class that can cast spells. (A tiefling barbarian couldn't use this to cast hellish rebuke multiple times, they have to get the spellcasting feature from their class in order to do this.
Also, should this be restricted for only those of a certain level? Like, only a 3rd level wizard can use this ability.
I haven't used anything like this for my campaigns yet, but this is an intriguing idea to deal with possible pacing issues. For the combat heavy events I usually just throw them a bone like an item that will recover some of their spell slots, but require some other kind of payment to resolve later; ie, fatigue, hunger, money, whatever combination of those. I try not to be too meta with them, but I do occssionally bring up the possibility of rituals if they have a desire to use spells out of combat.
Otherwise I would add a counterpoint to your idea; cantrips are meant to mitigate spell slot consumption to some degree. Of course if you like having the big flashy spells for more exciting combat, and your players are happy to wreak havoc at a personal cost, I can definitely see the upside. Cheers! 🍻
Rollback Post to RevisionRollBack
DMing a campaign video podcast, in my own homebrew campaign setting: Chronicles of the Cloudsea.
I had a similar idea for Exhaustion to either replace or coincide with Spell Slot, or any ability with slots or points in general, so that abilities feel less like ammunition a character is running out of, but a form of effort that eventually becomes draining if done excessively, causing a similar strain or fatigue as any physical or mental exertion would. How effective this reworked system would be may just end up boiling down to how complex it is, such as if using an ability with slots or point systems attached to it automatically deals Exhaustion Points to a character (especially if it's equal to level of the ability used) or if there's a roll to attempt to counter it).
Either way, it'd be interesting to see how many others use a similar system not just D&D, but other table-top games, and how it works for them, since there are other abilities beyond spells or ki or sorcerer points that don't run out or need to be refilled that can force players to be more creative with their actions, depending on the style of game they're playing.
Would it make sense to create a homebrew rule that allows spellcasters to cast more spells than they have spell slots for? Here is my idea.
When a spellcaster runs out of spells, they can still cast more spells at the risk of gaining exhaustion. If they try to cast a spell without the spell slots needed, they must make a (DC 13 + the level of the spell they are casting) constitution saving throw. On a fail, they take a level of exhaustion equal to the level of the spell they tried to cast, the spell is not cast, and the difficulty class for trying to cast spells like this rises by one. On a success, they cast the spell successfully and they gain only one level of exhaustion. A spell caster can only cast spells like this up to the highest level spell they know and they can't upcast spells. Example: Floyd the Mage has run out of spell slots but the monster they are fighting is still standing and going strong. (He probably shouldn't have been using heat metal on his frying pan to cook eggs and bacon right before heading into the Dungeon of Death) He decides to take the risk and cast the spell acid arrow even though he is low on strength, he is desperate. Floyd attempts to cast the spell, the DC is 15. If he fails, he gains two levels of exhaustion because it was a second level spell, the spell isn't cast, and if he tries something like this again, it will be a lot harder because the difficulty class has risen by one. If he succeeds, he casts the spell and he only takes one level of exhaustion.
Does this seem like a cool, fun, and not overpowered ability to add to spellcasters?
Also, would it be better to only give it to some spellcasters, like sorcerers or warlocks, or would it be fine to have as an option for any class that can cast spells. (A tiefling barbarian couldn't use this to cast hellish rebuke multiple times, they have to get the spellcasting feature from their class in order to do this.
Also, should this be restricted for only those of a certain level? Like, only a 3rd level wizard can use this ability.
What do y'all think of this idea?
Yo, Ive been using a similar rule
when you run out of spell slots you can still cast it but it costs a point of exhaustion equivalent to the spell level
Nice. Has it really impacted the game at all?
I haven't used anything like this for my campaigns yet, but this is an intriguing idea to deal with possible pacing issues. For the combat heavy events I usually just throw them a bone like an item that will recover some of their spell slots, but require some other kind of payment to resolve later; ie, fatigue, hunger, money, whatever combination of those. I try not to be too meta with them, but I do occssionally bring up the possibility of rituals if they have a desire to use spells out of combat.
Otherwise I would add a counterpoint to your idea; cantrips are meant to mitigate spell slot consumption to some degree. Of course if you like having the big flashy spells for more exciting combat, and your players are happy to wreak havoc at a personal cost, I can definitely see the upside. Cheers! 🍻
DMing a campaign video podcast, in my own homebrew campaign setting: Chronicles of the Cloudsea.
http://www.youtube.com/voidmoney
I had a similar idea for Exhaustion to either replace or coincide with Spell Slot, or any ability with slots or points in general, so that abilities feel less like ammunition a character is running out of, but a form of effort that eventually becomes draining if done excessively, causing a similar strain or fatigue as any physical or mental exertion would. How effective this reworked system would be may just end up boiling down to how complex it is, such as if using an ability with slots or point systems attached to it automatically deals Exhaustion Points to a character (especially if it's equal to level of the ability used) or if there's a roll to attempt to counter it).
Either way, it'd be interesting to see how many others use a similar system not just D&D, but other table-top games, and how it works for them, since there are other abilities beyond spells or ki or sorcerer points that don't run out or need to be refilled that can force players to be more creative with their actions, depending on the style of game they're playing.
Spells at 6th level or higher turn into death gambits
I love it