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Content of the article: 'Spell Slots make no freaking sense!'

Ok, so after starting with 3.5, near the tail end of its life span, then shifting to 5e…I gotta say spell Slots confound me in a narrative sense. Mechanically I totally get it, but within the structure of a narrative? It's weak.

So…here's what I've devised to 'correct' what I see as an issue. Regardless of class, spellcasting is achieved by channeling the innate magical energies that dwell within a creature, to manipulate the weave

This macro is for immediately casting a spell, rather than having to cancel the spell cast manually. Just replace “Spell” with a spell and its rank. For example, rank 1 Polymorph would be /cast Polymorph (Rank 1). If a spell has no rank, such as Blink, you only need to put the spell name. Totem target macro. On top of that, in order to let this spell be casted using a level 1 spell slot, we will change 'SpellLevelCost': 6, to 'SpellLevelCost': 0, and move the spell's code into the correct set of brackets. To figure out how many spell slots, simply go to the class table. For the cleric: the table is found at the top of pg.57 PHB. It shows that a 1st level cleric has 2 1st level spell slots. Each class has a similar table that is usually found in the first few pages of a particular class section.

Warlocks your screwed, but to represent this I've considered the ability to Upgrade and Downgrade Spell Slots. Where in, when you cast a spell, you could expend multiple lower level spell slots

Alternatively, if you need a bit more staying power, and want to conserve energy, you could take a higher level spell slot and break it down into lower level spell slots<1 2nd and 1 1st, or even 3 1st level spell slots> thus a downgrade.


Thoughts? Opinions? Let me know….as long as it is only all positive, my ego can't take negative feed back!

Just Kidding! Be brutal and honest!

Source: reddit.com

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