My players are soon to head to different planes & I was wondering what changes to make for their spells while in those planes.
I tried looking for something with that material & wasn't able to find anything.
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Sign up to join this communityMy players are soon to head to different planes & I was wondering what changes to make for their spells while in those planes.
I tried looking for something with that material & wasn't able to find anything.
Descent into Avernus does have an Alterations to Magic section (Chapter 3: Avernus). Several spells have cosmetic changes, but other spells have more impactful changes. For example, archdevils can eavesdrop on communication spells. I don't know if the alterations apply only to the first level, or all of the Nine Hells.
Curse of Strahd has an equivalent section (Chapter 2: The Lands of Barovia). This probably applies to the Domains of Dread, based on previous editions. One example from this book is that spells like Teleport simply fail, while in the lands of Barovia.
In the 5e material, there are no rules about this specific thing(except maybe Shadow Walk), but i know that there were rules somewhere in older editions cause i remember some from the Plane of Shadow(which in 5e is known as the Shadowfell after the former got merged with the Plane of Negative Energy): Spells with the "Shadow" descriptor were cast as if you had the Maximize Spell feat, without having to use a higher level spell slot.
Furthermore, if you didn't pass a spellcraft check of 15 + level of the spell, any spell that had the "Light" descriptor, would just fizzle and the slot would be wasted; also, the areas of light were halved into that plane.