Reversible Spells

Reversible Spells

Starting back in 2nd edition, certain spells could be reversed. This feature faded out over the editions and by the time we reach 5th edition, the spell list has grown to include many of the “reverse” spells. But, not every reversed spell made the cut. I say just because they made a whole bunch of new spells, doesn’t mean we have to get rid of the reversible quality for all spells.

The rules on how to reverse the spell were quite simple. If you wanted to cause harm instead of healing, you could take Cure Light Wounds (known as Cure Wounds in 5th edition) as one of your spells. You could then memorize the spell in reverse and now Cause Light Wounds. The spell block information remained precisely the same although you now had to roll to hit. It worked well, but that is because the reversible spells were the simple spells that didn’t need much in the way of explanation.

Art Credit - WOTC

Art Credit - WOTC

What if we were able to take this same principle to as many spells as possible and worked out how to reverse them? Understandably, not all spells can be reversed. Some just make absolutely no sense, others have spells have had opposites already created. As we mentioned above, the spell list has almost doubled over its existence, so it is understandable that the game’s creators didn’t spend much time creating a whole new slew of spells. The good news is that I have plenty of time to do just that, so let's take a look at the 5th edition spell list and see what spells have the capabilities to be reversed and what they would have become.

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How it Works (or better yet, how I want it to work, but can’t out how to)

Before we get to the fun stuff, let’s set up some guidelines on this works. In 2nd edition, the caster had the option of memorizing the actual spell or the reverse of the spell. As long as they had the needed components, the caster just had to decide which version of the spell they wished to memorize. But why have to choose between the two options. Why can’t everyone just cast either version of the spell, providing they knew the key phrases to change and had the required physical components?

This question stuck with me all week as I was working on this article. Sure, depending on the spell you memorize/pray for you could be getting two for the price of one. Is that fair? No matter what version of the spell you decided to use it still took a spell slot, so it wasn’t like you were cheating the system by having two options on how to cast a spell. If you can cast both, is it available to all casters, or only certain classes? Since your effectively memorizing two spells, does it take longer to learn your spells? Should it matter if it is arcane or divine magic?

A million questions and thoughts were played out in my head, almost equally for and against being able to memorize the original spell and cast either at will. I’ll be honest, I haven’t been able to decide which way to go even now. I’m sure someone more skilled than I could figure out a fair and equitable system to make it work, but as of this writing, that person is not me. That said, I decided to end up following the simple rules set up in 2nd edition.

When the spell is learned, both forms are recorded in the wizard’s spell books. However, the wizard must decide which version of the spell he desires to cast when memorizing the spell, unless the spell description specifically states otherwise. For example, a wizard who has memorized the stone to flesh spell and desires to cast flesh to stone must wait until the latter form of the spell can me memorized (ie., rest eight hours and study). If he could memorize two 6th level spells, he could memorize each version of the spell once or one version twice. 2nd Edition PHB, pg. 114

So for 5th Edition, let's go with the following.

A caster has access to both forms of a reversible spell, whether through their Deity, Patron, Spellbook. When memorizing the spell, the caster must decide then which version of the spell they wish to have available to cast. If the caster can memorize two or more spells of that level, they can memorize each version of the spell. Each version of the spell each counts as one spell slot when cast.

Pretty straightforward and it follows the basic guidelines set up in the previous edition. Honestly, though, it left me unsatisfied. So, I came up with this as a solution:

Reversible Spellcaster Feat

Your deep knowledge of magic allows you to memorize spells and their reversible spell at the same time.

  • Increase your spellcasting ability by 1, to a maximum of 20.

  • When memorizing a spell that is reversible, you have access to both versions of the spell once that spell is memorized. Each version of the spell still requires one spell slot to cast.


The Spells

There are a lot of spells in the 5th edition and not all of them can be reversible. But for those that can be reversed (and it makes sense to do so), I have worked on reading a new spell block and description for each of them.

Art Credit - WotC

Art Credit - WotC

Did I mention there are a lot of spells? This week we’ll explore Cantrips. Moving forward, we will take a look at reversible spells by level and see what we’ve come up with. Since we are doing this over some time to capture as many spells as possible and to have them make sense, I am looking for active audience participation. See a cantrip I didn’t do that you have the perfect reversible quality for? Have an idea for a great reverse fireball?

Share them with me! While I love the joke reverse spells, and I’ve talked to people about quite a few, I won't be adding them to the list unless they bring something useful to the game. But if you have a great idea, leave it in the comments, share it over discord, or tweet it at me. I’m looking forward to seeing what people come up with!

Circle of Darkness (Dancing Lights) - I’ve always liked dancing lights and have thought it to be an underrated cantrip. It can also provide you with a bonus of partial cover.

Comforting Touch (Shocking Grasp) - No damage, but there aren’t many ways to get a quick 5 temp hit points.

Deception (Guidance) - Subtract a d4 from your target’s next ability check. Once again, nothing fancy, but helpful under the right circumstances.

Extinguish (Light) - You have darkvision and your opponent doesn’t? This simple cantrip can turn off that torch they are holding and now it’s a whole new fight.

Ice Patch (Create Bonfire) - Again, you lose the potential to do damage to your opponent. But if you are looking for a cheap method of gaining battlefield control over your enemies, this is the cantrip for you.

Silent Slash (Booming Blade) - Hit your target and you silence them. Sure you don’t do any extra damage, but a hit for only 1 hit point of damage can fuck up a bard’s day.

Soothing Words (Vicious Mockery) - Advantage on the next attack. Plus, there’s less pressure on you for coming up with another cheesy insult.

Susceptible (Resistance) - Subtract a d4 from your target’s next saving throw. Short, simple and could be the difference between taking the full damage from a fireball.

Twig (Shillelagh) - I know I said I wasn’t including joke spells, but this one isn’t only funny, but pretty powerful since you get to disarm your opponent.

Water Cannon (Firebolt) - Water, shot at a high velocity, really hurts.

So there it is, the reversible spell ability, brought back to life in 5th editions. I look forward to hearing from everyone on their reversible cantrips and talking about level 1 reversible spells very soon. Happy Holidays!

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Lower Level Combos

Lower Level Combos

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Backstory - Don't let your past be better than your future

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