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NEW SPELLCASTERS MECHANICS

COMMUNAL CASTING
UNITE YOUR MAGICAL POWERS

5e
OMER SILVERBERG

TOM KREMER
CREDITS
Lead Designer: Omer Silverberg
Additional Design: Tom Kremer
Art Direction & Layout: Tom Kremer

Cover Artist: Aithlin Art, @aithlinnn

Fellow Spellcasters Be Praised


Many brave gamers from the Kickstarter TTRPG community decided to
give this crazy idea of spellcasters cooperation a chance and backed our
project. Thanks to you, experimental wizards and innovating artificers,
we got the chance to try it out. We loved designing it and playing it and
we hope you would as well!

Notice of Open Game Content


Use of Open Game Content: This work Uses Open Game Content
pursuant to the Open Game License, version 1.0a. and may be used
only under and in terms of that license. No portion of this work other
than the material designated as Open Game Content may be reproduced
or used in any form or fashion without written permission.
Product Identity: The following are hereby identified and designated as
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and are not Open Game Content: All names, logos and identifying marks including
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registered trademark. (Content that has previously been designated as Open Game
Content or is in the public domain is not included in this declaration).
Open Game Content: The Open content in this book includes creatures names,
descriptions, abilities, stat blocks; characters names, descriptions, abilities, stat
blocks; magic items, locations, equipment, magical or supernatural abilities or effects
and rules. No other portion of this work may be reproduced in any form without
permission.

Version 1.0
Communal Casting, Copyright © 2023, The Gate Publishing. All rights reserved.

2
TABLE OF CONTENTS
Introduction 5

Communal Casting Feat 6


Harmonized Casting 7
Power Shift 8
Bond Type 8

Communal Spells 10
Level 1 Spells 10
Level 2 Spells 11
Level 3 Spells 15
Level 4 Spells 18

Area of Bond Charts 20

Balance & Power 24

Reference Sheet 28

3
SPELLS INDEX BY CLASS
Artificer Level 3 Spells Warlock
Communal Climb
Level 1 Spells Level 1 Spells
Defensive Barrier Energy Curtain Minds Brace
Sphere of Protection Mass Disguise Level 2 Spells
Level 2 Spells Thunder Nova Mass False Life
Sphere of Haze Level 4 Spells Level 3 Spells
Energy Deflection Shield Dimension Portal Communal Climb
Field of Energy Sorcerer Mass Disguise
Field of Invisibility
Group Levitation
Level 1 Spells Wizard
Bubble of Languages
Level 1 Spells
Mass False Life Clarity
Bubble of Languages
Mass Swiftness Defensive Barrier Clarity
Level 3 Spells Sphere of Protection Defensive Barrier
Communal Climb Level 2 Spells Sphere of Protection
Energy Curtain Sphere of Haze
Level 2 Spells
Mass Disguise Energy Deflection Shield Sphere of Haze
Level 4 Spells Field of Energy Energy Deflection
Dimension Portal Field of Invisibility Shield
Force Bridge Field of Energy
Bard Group Levitation Field of Invisibility
Level 1 Spells
Mass False Life Force Bridge
Bubble of Languages
Clarity Warding Wind Greater Group Levitation
Collective Valor Level 3 Spells Mass False Life
Defensive Barrier Chromatic Charged Mass Swiftness
Sphere
Sphere of Protection Warding Wind
Communal Climb Greater
Minds Brace
Energy Curtain Level 3 Spells
Level 2 Spells
Mass Disguise Chromatic
Sphere of Haze Charged Sphere
Thunder Nova
Field of Energy Communal Climb
Level 4 Spells
Field of Invisibility Energy Curtain
Plasma Ball
Force Bridge Mass Disguise
Dimension Portal
Mass Swiftness Thunder Nova
Warding Wind Greater Level 4 Spells
Plasma Ball
Dimension Portal

4
INTRODUCTION
TTRPG’s are collaborative experiences. Communal Casting lets…
We all love to find ways to strategize, • … the sorcerer grant the bard the
scheme and execute clever plans to spell slot she’s missing to save the dying
overcome challenges and slay monsters. cleric.
There are so many ways to accomplish
• … the two wizards hide the whole
that, yet when initiative is rolled each
party from sight just as the army of
character is left alone to wait their turn
giants rushes past.
and do their thing. Many plans and
combos do not stand fast when the • … the artificer and warlock use
situation changes turn after turn, dice illusion to make the party look like the
roll after dice roll. Queen’s guard and pass through the
gate unmolested.
What if we could change that? What
if combos could really work? What • … the elemental sorcerers feed their
if you could pool your powers most powerful spell slots to charge a
with your companions and damaging globe of elemental force,
create extraordinary effects? holding for the exact moment their
massive explosions? Expend chances to hit are the greatest.
your resources for greater Sounds fun, right? We hope you’ll enjoy
gains? it just as much as we did!
That is what we set out
to do with Communal
Casting.
We want our spellcasters
working together, taking
risks, changing the battlefield
and creating unforgettable
moments at the table.

Backer Spells
We would like to aknowledge and Minds Brace by Big Bo.
thank the backers that submitted spell Energy Deflection Shield by Relly
suggestions during our Kickstarter
Plasma Ball by Seth
campaign. All of you had fantastic ideas
that sparked our imagination. Dimension Portal by Taylor
We tested and workshoped the ideas
and a few selected into Communal
Spells in this book. The following
are the spell names and backers who
submitted them.

5
COMMUNAL CASTING Introduction
COMMUNAL CASTING FEAT
Prerequisite: At least one level of Artificer, Bond Sphere
Bard, Sorcerer, Warlock, or Wizard
When casting a spell with a Bond Sphere
You gain the ability to magically bond area the bonded casters create a sphere
yourself (the Prime) to another area of effect around each of them
spellcaster (the Auxiliary) to unite and the area of effect extends between
your powers. As a bonus action on your the casters up to their maximum Bond
turn, you can try to open a channel of Range, creating a rounded rectangle. See
magical energy to another spellcaster the Area of Bond chapter for diagrams.
within range and create a magical
bond between you. The Auxiliary must
immediately use their Reaction to accept Bond Benefits
the bond, or the connection fails. Once the bond is established,
• For the duration of the bond, the magical energy arches between
Prime caster must spend their Bonus the castes as magical energy
Action at the top of the turn, every pass between them, and they
round to maintain it, you can do so for gain the following benefits
up to 1 minute at a time. for as long as the bond is
• Once bonded, both casters must end maintained:
their turn within the Bond Range of • Life Bond. While the
each other or the bond breaks. casters are bonded they
• You can use the ability to establish the split the damage they
bond a number of times equal to your take equally between
proficiency bonus. You regain spent themselves. If one of the
uses of this ability when you finish a casters takes damage it
long rest. is reduced by half and the
other caster takes the same
reduced amount of damage.
Bond Range • Harmonized Casting. Both
The casters can establish and maintain casters can spend their action and
the bond for a maximum distance spell slots casting Communal Spells (see
depending on their cumulative caster details below).
levels. See the Bond Range Table.
• Telepathic Link. For the duration of
Bond Range Table the bond, the casters can communicate
telepathically.
Cumulative Maximum
Casters Level Distance • Power Shift. While bonded, one of
the casters can spend their action to
2 to 12 10 ft transfer some of their arcane energy to
the other caster (see details below).
13 to 18 15 ft
19 to 24 20 ft
25 or higher 25 ft

6
COMMUNAL CASTING Communal Casting Feat
Bond Type • One of the casters becomes
incapacitated, paralyzed, petrified,
While initially creating the bond, the stunned, or unconscious.
Prime must choose the type of bond
established from the following options: Harmonized
• Communal Concentration Casting
• Collective Power
Casting Communal spells require the
• Balanced Duality following conditions to be met:
See details about each option under the Spell Prepared: One of the casters
Unified Power section later in this chapter. must have the communal spell prepared
(see the spell list below).
Breaking the Bond
Spell Save DC: The spell save DC
The bond immediately breaks,
equals the higher spell save DC of the
terminating all active Communal Spells
two spellcasters.
if and when:
Simultaneous Casting: When one of
• One of the casters choses to do
the spellcasters casts a Communal spell,
so (no action required).
the other must use their Reaction and
• If the casters end their turn spend the appropriate spell slot or the
outside of the maximum spell immediately fails.
allowed Bond Range.
Up-Casting: Both casters can choose
• One of the casters opens to use a higher spell slot if available. See
a new bond to another each spell for up-casting effects, if any.
caster.

7
COMMUNAL CASTING Communal Casting Feat
Power Shift Collective Power
Upcast & Combine Spell Slots.
On their turn, one of the casters can When one of the casters casts a spell that
spend their action to expend a spell can be upcasted, the second caster can
slot of 2nd level or higher and transfer use their Reaction, spend a spell slot,
and channel magical energy to empower
arcane energy to the second caster. The
the spell. As a result, the spell is cast
receiving caster recovers one expended at the level of the combined spell slots
spell slot at the end of their turn. The expended (up to a combined 7th level
level of the recovered spell slot is one spell slot).
level lower than the spell slot expended
using Power Shift (e.g. 2nd level spell slot This ability only works for spells cast
using spellcasting or innate spellcasting
recovers a 1st level spell slot). abilities (no scrolls nor magic items).
Bond Type Balanced Duality
Transfer Your Power to Bonded Caster
While initially creating the bond, you
must choose the type of bond. Each The casters can use the bond to
transfer arcane power from one
Bond Type gives different benefits and
to the other. One gains great
options for the Prime and Auxiliary benefits while the other
casters. The Bond Type cannot be sacrifices their vitality and
changed once a bond is established. energy. Each caster benefits
Choose one of the below options: or suffers one of the
opposing spell-like magical
Communal Concentration
effects in the following
Transfer & Bolster Concentration table.
As an action, one of the casters, who
is already concentrating on a spell, can You can think of other
attempt to transfer the concentration positive and negative
to the other caster bonded to them. effects that are interesting
The receiving caster must succeed on a to use and see how it plays
spell-casting-ability check. The DC of out. Experimenting time!
the check is 10 + the spell-level of the
transferred spell. If the check fails the Balanced Duality Table
transfer fails, and the spell immediately
ends. If the spell is not known to the Caster Gain Caster Drain
recipient caster, they have disadvantage Enlarge Reduce
on the check.
Truesight Blindness
While bonded this way, if one of the
casters has to make a save to maintain Haste Slow
concentration on a spell, the other caster Blur Faerie Fire
can spend their reaction to give them
advantage. Ray of
Bull’s Strength
Enfeeblement
Damage Type Damage Type
Resistance Vulnerability
Both casters can choose to end the effect
at any time (no action needed). The effect
ends at the end of both casters’ turns.
8
COMMUNAL CASTING Communal Casting Feat
9
1
Level 1 Spells COMMUNAL SPELLS
Collective Valor
1st-level Enchantment
Casting Time: 1 action
Range/Area: 10 ft. Bond Sphere

st
Components: V, S
Concentration: Yes (both casters)

L
Duration: Up to 1 minute

evel Any creatures within range are imbued


with bravery. Until the spell ends,
Spells the creatures are immune to being
frightened. If the creature leaves the
spell range, the effect on them
immediately ends.
Bubble of Languages Spell Lists: Bard
Clarity
1st-level Divination
Defensive
Casting Time: 1 action
Range/Area: 10 ft. Bond Sphere
Barrier
1st-level Abjuration
Components: V, S, M (a pinch of soot
and salt) Casting Time: 1 action
Concentration: Yes (both casters) Range/Area: 5 ft.
Duration: Up to 1 minute Bond Sphere
For the duration, all creatures within Components: V, S
range understand the literal meaning Concentration: Yes (both
of any spoken language that they can casters)
hear. They also understand any written Duration: Up to 1 minute
language that they see, but they must A thin transparent crystal barrier
be touching the surface on which the appears around the casters. Until
words are written. It takes about 2 destroyed, the barrier blocks movement,
minutes to read one page of text. melee and ranged attacks. The barrier
has AC 10 and 20 hit points and is
This spell doesn’t decode secret
vulnerable to bludgeoning and thunder
messages in a text or glyph, such as an
damage.
arcane sigil, that isn’t part of a written
language. When reduced to 0 hit points the
barrier shatters and vanishes.
Spell Lists: Bard, Sorcerer, Wizard At higher levels: For every spell slot of
2nd level or higher used by one of the
casters, the barrier’s hit points increases
by 10.
Spell Lists: Artificer, Bard, Sorcerer, Wizard

10
COMMUNAL CASTING Level 1 Spells
2
Sphere of Protection
1st-level Abjuration
Casting Time: 1 action
Range/Area: 10 ft. Bond Sphere
Components: V, S
Concentration: Yes (both casters) Level 2 Spells
Duration: Up to 1 minute
A shimmering barrier of magical force

nd
surrounds the two casters. For the
duration, all creatures inside the barrier

L
have a +1 bonus to their AC and saving

evel
throws against all attacks and spells
originating from outside the sphere.
At higher levels: When both casters
cast this spell using a spell slot of Spells
2nd level or higher, the AC bonus
increases by 1 for each slot level
above 1st, up to a maximum
of +4.
Sphere of Haze
2nd-level Illusion
Spell Lists: Artificer, Bard,
Casting Time: 1 action
Sorcerer, Wizard
Range/Area: 10 ft. Bond Sphere
Components: V, S
Minds Brace Concentration: Yes (both casters)
1st-level Enchantment Duration: Up to 1 minute
BACKER SPELL A shimmering haze surrounds the
Casting Time: 1 action casters, making everything on the other
Range/Area: 10 ft. Bond side of the barrier blurred, shifting and
Sphere wavering to all who can see it. For the
Components: V, S duration, any melee or ranged attacks
Concentration: Yes (both have disadvantage if they pass through
casters) the barrier. Any sight related Wisdom
Duration: Up to 1 minute (Perception) checks to perceive details
on the other side of the barrier have
Creatures within range gain a surge of
vitality that sharpens their minds. Until disadvantage. An attacker ignores this
the spell ends, the creatures are resistant effect if they do not use sight, as with
to psychic damage and have advantage blindsight, or can see through illusions,
on saving throws against being charmed as with true sight.
or dominated. When a creature is
outside the range of the spell, the effect Spell Lists: Artificer, Sorcerer, Wizard
on them ends.

Spell Lists: Bard, Warlock

11
COMMUNAL CASTING Level 2 Spells
Energy Deflection At Higher Levels: For every spell
slot of 3rd level or higher used by one
Shield of the casters, the damage increases by
2nd-level Abjuration 1d8.
BACKER SPELL Spell Lists: Artificer, Bard, Sorcerer, Wizard
Casting Time: 1 reaction, which one
of the spellcasters takes when they take
acid, cold, fire, lightning, or thunder Field of Invisibility
damage 2nd-level Illusion
Range/Area: 10 ft. Bond Sphere Casting Time: 1 action
Components: V, S Range/Area: 5 ft. Bond Sphere
Concentration: Yes (both casters) Components: V, S, M (an eyelash
Duration: Up to 1 minute encased in gum arabic)
A shimmering magical shield surrounds Concentration: Yes (both casters)
the casters, deflecting some of the Duration: Up to 1 minute
incoming energy. All creatures in the The area around the casters twists
shield’s area have resistance to the and bends by magical forces until
triggering damage type until the start of the spell ends. All creatures
the caster’s next turn. and objects inside the field
are invisible to any creature
Spell Lists: Artificer, Sorcerer, Wizard outside the field. The spell
ends if:
Field of Energy • One of the casters is 5
2nd-level Abjuration ft. or more from where
Casting Time: 1 action they were when the
spell was cast.
Range/Area: 10 ft. Bond Sphere
Components: V, S • Any creature crosses the
Concentration: Yes (both casters) field.
Duration: Up to 1 minute • Any of the creatures
A spherical swirling field of energy inside the field attack a
surrounds the two casters. You choose creature on the outside.
acid, cold, fire, lightning, poison, or Any creature inside the field casts a
thunder for the type of sphere they spell with a target or an area of effect
create. The field is considered lightly outside the field.
obscured for Perception checks into
and out of the sphere. Spell Lists: Artificer, Bard, Sorcerer, Wizard
Any creature crossing the field must
make a Constitution saving throw. On a
failed save, a creature takes 3d8 damage
of the chosen type, or half as much on
a successful save. A creature making
a melee attack through the field must
make a Constitution saving throw. On
a failed save the creature suffers 1d8
damage of the type you chose, or half
as much on a successful one.

12
COMMUNAL CASTING Level 2 Spells
13
Force Bridge move as if they were climbing. Once
per turn, one of the casters can use
2nd-level Conjuration their action to change all the affected
Casting Time: 1 action creatures’ altitude by up to 20 feet in
Range/Area: 60 feet either direction. The spell effect ends
Components: V, S for a creature when it moves outside the
Concentration: Yes (both casters) spell range.
Duration: Up to 1 minute When the spell ends, the target floats
An arched field of energy, 15 feet gently to the ground if it is still aloft.
long and 5 feet wide, shimmers into
existence within range. The bridge is Spell Lists: Artificer, Sorcerer, Wizard
solid and immobile and can hold up to
500 pounds. If the weight capacity is
exceeded the spell ends immediately. If
Mass False Life
2rd-level Necromancy
one of the casters are more than 5 ft.
from where they were when the spell Casting Time: 1 action
was cast, the bridge starts flickering and Range/Area: 10 ft. Bond Sphere
disappears at the end of the caster’s Components: V, S, M (a small
next turn. amount of alcohol or distilled
At Higher Levels: For every spell slot spirits)
of 3rd level or higher used by one of Duration: 1 hour
the casters, the maximum length of the Every creature within
bridge increases by 5 feet, and it can range gains 1d4+4
hold an additional 100 pounds. temporary hit points for
Spell Lists: Artificer, Bard, Sorcerer, Wizard the duration.
At Higher Levels: For
Group Levitation every spell slot of 3rd
level or higher used by
2nd-level Transmutation one of the casters, you
Casting Time: 1 action gain 4 additional temporary
Range/Area: 10 ft. Bond Sphere hit points for each spell level
Components: V, S, M (either a small above 2nd to a maximum of 20
leather loop or a copper wire spring) hit points.
Concentration: Yes (both casters) Spell Lists: Artificer, Sorcerer, Warlock,
Duration: Up to 1 minute Wizard
The spellcasters, plus a number of
creatures equal to the sum of their
proficiency bonuses, rise vertically, up Mass Swiftness
to 20 feet, and remain suspended there 2nd-level Transmutation
for the duration. The spell can levitate a Casting Time: 1 action
creature that weighs up to 1500 pounds. Range/Area: 10 ft. Bond Sphere
An unwilling creature that succeeds
Components: V, S, M (a pinch of dirt)
on a Constitution saving throw is
unaffected. Concentration: Yes (both casters)
Duration: 1 min
The creatures can move only by
Any creature friendly to you who starts
pushing or pulling against a fixed object
its turn within range increases their
or surface within reach (such as a wall
speed by 10 feet until the end of their
or a ceiling), which allows them to
next turn.
14
COMMUNAL CASTING Level 2 Spells
3
At higher levels: You can increase
the speed by additional 5 feet for every
two levels above 2nd up to a maximum
of 20ft.
Spell Lists: Artificer, Bard, Wizard

Warding Wind Greater

rd
2nd-level Evocation
Casting Time: 1 action

L
Range/Area: 10 ft. Bond Sphere
Components: V
Concentration: Yes (both casters)
Duration: Up to 1 minute
evel
A strong wind (20 miles per hour) blows Spells
in the Bond Sphere area around
the casters and moves with them.
The wind lasts for the spell’s
duration.
Chromatic Charged
The wind has the following
Sphere
effects:
3rd-level Evocation

• It deafens you and Casting Time: 1 action


other creatures in its area. Range/Area: 10 ft. Bond Sphere
Components: V, S, M (a diamond
• It extinguishes
worth at least 100 gp)
unprotected flames in
Duration: Concentration by both
its area, such as a small
casters, up to 1 minute
campfire, a torch or
smaller. You create an 8-inch-diameter sphere
of energy in an empty spot you can
• The area is difficult terrain see within range or a spot occupied by
for creatures other than the another sphere created by your bonded
bonded casters. caster. You choose acid, cold, fire,
• The attack rolls of ranged weapon lightning, poison, or thunder for the
attacks have disadvantage if they pass type of sphere you create. If another
in or out of the wind. sphere is present in the same spot, the
• It hedges out vapor, gas, and fog that spheres Meld (See Melding Spheres).
can be dispersed by strong wind. Until the spell ends, you can spend your
action to Hold the sphere in its place
Spell Lists: Bard, Sorcerer, Wizard (see Holding the Sphere), charging it
with more energy, or Hurl it at a target
(see Hurling the Sphere). The sphere
can be hurled only after melding with
another sphere.
Melding Spheres: If you have an
Level 3 Spells active Bond with another spellcaster
you can add your sphere to theirs, as
part of the casting of this spell, making
the spheres meld one into the other,

15
COMMUNAL CASTING Level 3 Spells
creating one sphere made of the two creature when they leave the spell’s
chosen elements. While the spheres are range. The GM might allow for
combined they are charged with your a Dexterity save to avoid falling.
magical powers and grow in strength Returning to the spell’s area of effect
the longer you concentrate on holding after losing its benefits does not reinstate
them. them.
Holding the Sphere: at the start of Spell Lists: Artificer, Sorcerer, Warlock,
each of your turn you can spend your Wizard
action to Hold the sphere. Make a DC
10 Concentration check. On a failure
the sphere disappears and the spell is
Energy Curtain
broken for both spellcasters. Add 2 to 3rd-level Evocation
the DC of the Concentration check Casting Time: 1 action
for each round you are Holding. Each Range/Area: up to the maximum
round both spellcasters successfully Hold Bond Range between the casters
add 4d8 to the damage of the sphere. Components: V, S
Hurling the Sphere: at the end of Concentration: Yes (both
your turn you can hurl the sphere at casters)
a creature you can see within 120 ft. Duration: Up to 1 minute
Make a ranged spell attack against the
Ribbons of shimmering
target. If the attack hits, the creature
energy leap back and
takes 10d8 damage, plus the Hold
forth between the casters,
damage for each round held. The
creating a 10-foot-tall
damage is considered of both types
mesmerizing curtain.
of damage you chose (bypassing any
The curtain moves with
resistances and immunities unless the
the casters, changing its
target is resistant or immune to both
length to the distance
damage types).
between them. The
curtain can pass through
Spell Lists: Sorcerer, Wizard
most barriers, but it is
blocked by 3 feet of wood or
Communal Climb dirt, 1 foot of stone, 1 inch of
3rd-level Transmutation common metal, or a thin sheet
of lead. Each creature crossing
Casting Time: 1 action the screen must make a Dexterity
Range/Area: 10 ft. Bond Sphere saving throw, suffering 3d10 lightning
Components: V, S, M (a drop of damage on a failure or half as much
bitumen and a spider) on a successful save. Creatures made
Concentration: Yes (both casters) of metal or wearing metal armor have
Duration: Up to 10 minutes disadvantage on the roll.
Until the spell ends, you can grant a At Higher Levels: For every spell slot
number of creatures (including yourself) of 3rd level or higher used by one of the
equal to your proficiency bonus the casters, the damage increases by 1d10.
ability to move up, down, and across
vertical surfaces and upside down along Spell Lists: Artificer, Bard, Sorcerer, Wizard
ceilings while leaving their hands free.
The targets also gain a climbing speed
equal to their walking speed.
The effect of the spell ends for a

16
COMMUNAL CASTING Level 3 Spells
Mass Disguise Thunder Nova
3rd-level Illusion 3th-level Evocation
Casting Time: 1 action Casting Time: 1 action
Range/Area: 10 ft. Bond Sphere Range/Area: Self/15 feet radius
Components: V, S Components: V
Concentration: No Duration: Instantaneous
Duration: Up to 1 minute The casters touch hands and release a
You make yourself and any other burst of sonic energy. Each creature in
humanoid of your choice within a 15-foot of the casters must make a
range – their external features such as Constitution saving throw. On a failed
clothing, armor, weapons, and other save, a creature takes 3d8 thunder
belongings carried by the affected damage, is pushed back 10 feet directly
creatures – look different until the spell away from the closest caster, and
ends or until you use your action to falls prone. On a successful save, the
dismiss it. The spell ends for a creature creature takes half as much damage,
if they leave the area of the spell. and it is only pushed back 5 feet.
You can’t change the height In addition, unsecured objects that are
or build. You can’t change completely within the area of effect are
the creature’s body type automatically pushed 10 feet away from
appearance, so you must you by the spell’s effect, and the spell
adopt a form with the emits a thunderous boom audible out to
same basic arrangement 300 feet.
of limbs. At Higher Levels: When you cast this
The changes wrought by spell using a cumulative spell slot of 4th
this spell fail to hold up level or higher, for each cumulative slot
to physical inspection. To level above 3rd the damage increases by
discern that a creature is 1d8, and the impact radius is increased
disguised, a creature can by 5 feet (up to a maximum of 30 feet).
use its action to inspect
Spell Lists: Bard, Sorcerer, Wizard
your appearance and must
succeed on an Intelligence
(Investigation) check against your
spell save DC.

Spell Lists: Artificer, Bard, Sorcerer,


Warlock, Wizard

17
COMMUNAL CASTING Level 3 Spells
4
When the plasma ball detonates it
creates a ball of searing, white-hot
plasma. Each creature in a 20-foot-
radius sphere centered on that point
must make a Dexterity saving throw.
A target takes 12d8 fire and lightning
damage on a failed save, or half as
much damage on a successful one. The
damage is considered of both types of

th
damage, bypassing any resistances and
Level 4 Spells immunities (unless the target is resistant
or immune to both damage types).

L
At higher levels: When you cast this
evel spell using a spell slot of 5th level or
higher, the damage increases by 2d6 for
Spells each slot above 4th.
Spell Lists: Sorcerer, Wizard

Plasma Ball Dimension Portal


4th-level Evocation 4th-level Conjuration
BACKER SPELL BACKER SPELL
Casting Time: 1 action Casting Time: 1 action
Range/Area: 60 ft. Range/Area: 120 feet
Components: V, S, M (sulfur and Components: V
crystal) Concentration: Yes
Concentration: Yes (both casters) (both casters)
Duration: Up to 1 minute Duration: 1 round
The Bonded caster creates a flaming A shimmering, reflective
5-foot-diameter sphere of fire in an portal opens in the area
unoccupied space within range. Any between the casters. The
creature within 5 feet of the sphere surface extends 10 feet high. A
takes 1d6 fire damage at the start of similar portal appears at a point
their turn. one of the casters can see within
The second Bonded caster must use range. Any creature moving to cross
their reaction and spend a 4th level the surface is immediately teleported
spell slot to form a 5 feet wide line of through the portal and can contiune
lightning originating from them and moving normally. The portal stays open
hitting the sphere of fire. Any creature until the end of the caster’s next turn.
in the line takes 1d6 lightning damage The size of creatures that can travel
at the start of their turn. through the portal is determined by the
At the start of any of the casters’ distance between the casters: 5 feet -
turns they can choose to detonate the Medium or smaller; 10 feet - Large; 15
plasma ball or continue concentrating, feet - Huge (if its form allows it to pass
maintaining its sphere form. unhindered through the 10-foot-high
portal); etc. A creature cannot squeeze
If any of the casters’ concentration through the portal.
breaks, the sphere and lightning fizzles
out and disappears immediately. Spell Lists: Artificer, Bard, Sorcerer, Wizard

18
COMMUNAL CASTING Level 4 Spells
19
AREA OF BOND CHARTS
10 ft. Bond Sphere / Casters 10 ft. Apart

10 ft 10 ft 10 ft

10 ft. Bond Sphere / Casters 5 ft. Apart

10 ft 5 ft 10 ft

20
COMMUNAL CASTING Area of Bond Charts
10 ft. Bond Sphere / Casters 0 ft. Apart

0 ft

10 ft 10 ft

5 ft. Bond Sphere / Casters 5 ft. Apart

5 ft 5 ft 5 ft

21
COMMUNAL CASTING Area of Bond Charts
10 ft. Bond Sphere / Casters 15 ft. Apart

10 ft 15 ft 10 ft

5 ft. Bond Sphere / Casters 15 ft. Apart

5 ft 15 ft 5 ft

22
COMMUNAL CASTING Area of Bond Charts
5 ft. Bond Sphere / Casters 20 ft. Apart
5
ft

20
ft

5
ft

23
COMMUNAL CASTING Area of Bond Charts
BALANCE & POWER (or is it broken?)
To enable your spellcasters to use potentially overpowered (OP). Let us try
Communal Casting one of them has to to give a few pointers on how to make
take a dedicated feat. Once one of the this ride a joyous one.
spellcasters has this feat they can create First thing: enjoy! We found
a bond to a second spellcaster, pooling Communal Casting to shake things up
their powers together to create powerful on our table, creating fun, new scenarios
new effects and spells. that forces everyone to think and act
differently. We find this fun and hope you
Game Balance will as well!

Maintaining a balanced game while Second thing: as veteran GMs


incorporating homebrew materials who frequently use 3rd party
is probably one of the biggest GM and homebrew materials, we
challenges. The goal of this new game can fully understand your
mechanics is to add something exciting, concern. Instead of trying to
different, and memorable to your table. convince anyone, we have
While setting the right price, the PCs simply decided to share the
must pay in order to master these strong main aspects considered as
abilities. part of our thinking and
play-testing process.
As masters of divination, we foresee that
while some of you will find the contest By allowing Communal
of this module exciting and will consider Casting at your table,
ways to implement it as part of your next your players will get new
game session, others might be a little cool, and exciting options,
more hesitant and find the mechanics but these options come for a
or spells to be highly unbalanced and (substantial) price:

24
COMMUNAL CASTING Balance & Power
Action Economy Dedicating known/prepared spell
The first and most effective balancing slots to powerful but mostly situational
tool we use is Action Economy. Action spells will come at the expense of
economy is the main principle we preparing “ordinary” spells.
used to balance the communal casting Risky Business
mechanism: • Vulnerability to AOE attacks. Both
• The caster using the feat must spend casters, as well as any creature
their bonus action on every turn to benefiting from the spell effect, are
maintain the bond. concentrated in a relatively small area,
• Each time one of the casters casts a making them extremely vulnerable to
new communal spell, the other must AOE attacks.
spend their Reaction. • Movement limitation. While bonded,
Character Options the casters have very limited ability
to move and maneuver around the
The second tool is Feats. The player battlefield.
needs to invest in their character if
they want to build a Communal • While the Life Bond effect increases
Caster. the survivability of both casters, it
also means that any damage taken
• A player must invest an by one one the casters forces both of
Ability Score Increase in them to make a concentration check,
order to get the Communal dramatically reducing their chances
Casting feat. of maintaining spell that require
Spell Casters concentration over multiple rounds
Resources Lastly: we want the rules work well for
• Concentration spells as many tables as possible. We would be
require the concentration happy to revise and improve the rules in
of both casters. this book to make that happen, so don’t
• Known/Prepared spells forget to share with us your feedback and
limitations. Like with ordinary ideas for improving this mechanism. This
spells, casters must prepare would be very helpful for future versions.
their communal spells in advance.

25
COMMUNAL CASTING Balance & Power
Nova Rounds We personally love letting our players
go ballistic from time to time, and find it
Some of you probably think we have relatively simple to avoid game-breaking
overlooked the option of both casters situations by using standard GM
upcasting damage dealing spells at the methods such as extra waves of minions,
same round, dealing massive amounts of “boss-like” lieutenants and interrupting
damage. You probably think this is surely short or long rests.
OP.
This is the way we see it:
Customizing the balance
Why not let your players feel like
superheroes from time to time?! There at your table
are few things more satisfying to an If you are still concerned about the
adventuring party than crushing a mechanics being unbalanced, here are a
formidable foe. few suggestions for ways to adjust it:
As for breaking the balance of your Still too powerful?
table, if your table playstyle features
Consider one of the following:
mainly Big Bad Bosses fights, then it
most probably will. However, if you are • You don’t have to allow all
running diverse sessions with multiple our spells at your table;
encounters and long adventuring days, keep out any spell that
you should be able to adjust just fine. you feel might break your
game.
How, you ask? The answer is simple. Just
think how fast the spell casters' resources • Make the Communal
will be depleted. Casting feat available
only for 8th level casters
For example, the overall combined spell or higher.
levels of two full-casters of 7th level is
46 (each has 1x 4th, 3x 3rd, 3x 2nd and • Require both casters to
4x 1st - total of 23). If at the first round have the feat in order to
of battle they go supernova and cast two use this ability.
7th level spells (4th level upcasted using Too taxing
3 extra slots by the other spellcaster) they • Just drop the feat requirement;
will spend a total of 14 slots (~30% of any arcane spell caster will be able
their daily spell power in one round (yes to cast communal spells.
yes, we know some have access to arcane
recovery, pearls of power etc.). And if
they continue at full force for a second
round and spend an additional 6 spell
slots each, they are now in a position
where ~57% of their spell resources are
consumed and have only spell slots of
2nd level or lower.

26
COMMUNAL CASTING Balance & Power
27
REFERENCE SHEET
Use this sheet to track the Prime and Auxiliary spellcasters’ Communal Spells,
actions, bonus actions and reactions.

Prime Caster Auxiliary Caster


Name: Name:

Player Name: Player Name:

Spellcaster Class: Spellcaster Class:

Spellcaster Level: Spellcaster Level:

Bonds Available:
Proficiency Bonus. Recovers on Long Rest

Cumulative Communal
Spellcasters Spell Save DC:
Level: DC equals the higher DC
of the bonded spellcasters

Bond Range:
Level 2 to 12 = 10 ft Bond Type:
Level 13 to 18 = 15 ft • Communal Concentration
Level 19 to 24 = 20 ft • Collective Power
Level 25 or higher = 25 ft • Balanced Duality

Bond Benefits
• Life Bond. If one caster takes damage it is • Harmonized Casting. Both casters can
reduced by half and the other caster takes the spend their action and spell slots casting
same reduced amount of damage. communal spells.
• Telepathic Link. For the duration of ° Simultaneous Casting: When one of
the bond, the casters can communicate the spellcasters casts a Communal spell,
telepathically. the other must use their Reaction and
spend the appropriate spell slot or the
• Power Shift. One of the casters can spend spell immediately fails.
their action to transfer some of their arcane ° Up-Casting: Both casters can choose
energy to the other caster. The receiving to use a higher spell slot if available. See
caster recovers one expended spell slot at the each spell for up-casting effects, if any.
end of their turn. The level of the recovered
spell slot is one level lower than the spell slot
expended.

28
Prime Action Tracker
Round 1 2 3 4 5 6
Action
Bonus Action
Reaction

Auxiliary Action Tracker


Round 1 2 3 4 5 6
Action
Bonus Action
Reaction

Prepared Level Name Up-cast


O 1 Bubble of Languages Clarity -
O 1 Collective Valor -
O 1 Defensive Barrier YES, +10 hp
O 1 Sphere of Protection YES, +1 AC (max. +4)
O 1 Minds Brace -
O 2 Sphere of Haze -
O 2 Energy Deflection Shield -
O 2 Field of Energy YES, +1d8 damage
O 2 Field of Invisibility -
O 2 Force Bridge YES, +5 ft +100 pounds
O 2 Group Levitation -
O 2 Mass False Life YES, +4 hp
O 2 Mass Swiftness YES, 2 levels = +5 ft
O 2 Warding Wind Greater -
O 3 Chromatic Charged Sphere -
O 3 Communal Climb -
O 3 Energy Curtain YES, +1d10 damage
O 3 Mass Disguise -
O 3 Thunder Nova YES, +1d8 +5 ft
O 4 Plasma Ball YES, +2d6
O 5 Dimension Portal -

29
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5.Representation of Authority to Contribute: If You are 15. COPYRIGHT NOTICE Open Game License v 1.0a
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You represent that Your Contributions are Your original Reference Document 5.1 Copyright 2016, Wizards of the
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30
31
CASTERS JOIN FORCES!
Mechanics & Spells for a Powerful New Play Style!
Create a Bond & Pool Your Magical Powers Together
for Awesome Effects!
Communal Casting has new mechanics allowing two
spellcasters to combine their powers like never before!

© 2023 The Gate Publishing 5e

32

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