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D&D 5E UA Spell Versatility: A deeper dive

cbwjm

Seb-wejem
Really? That isn't consistent with what he said about level-up retraining:


He said it counts as a bard spell. So you can swap it for another bard spell. So that is consistent.

He didn't say that it is gone for good when talking about level-up retraining. In fact, if it "counts as a bard spell" for you, and you can swap any bard spell for any other bard spell, that means you can swap back.

It is on your list, just not one you know. Later, you can grab it again, from your bard spell list.

---

I cannot find the "new" Crawford quote. Source?
The spell isn't added to the bard spell list it just counts as a bard spell when you cast it. When you replace a spell gained through magical secrets, it must be replaced with a spell from the bard spell list. Look up the sage advice compendium, it mentions it in there. If you want to read it differently, go for it.
 

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Here's a scenario that illustrates my concerns:

The party includes a 10th-level sorcerer and a 10th-level wizard. They defeat the monsters in a dungeon, and come across a stone door with an impression of scepter in it. Some Intelligence checks let them determine that they probably need to place a scepter of that shape into the door to open it. (Did they miss it in the dungeon? Was it not in the dungeon? Irrelevent!) So they set up night for the camp. That morning, the sorcerer switches out cone of cold for creation. He creates a scepter (stone, metal, whatever, they have coins and there are rocks around), which they use to open the door.

Deeper in the dungeon, they come across some sort of fiend bound in a summoning circle. It appears to speak a language, but not the same language that the party does. The wizard ritual casts comprehend languages. Now she can figure out what the fiend is saying, but can't communicate back well enough to for the party to be confident they won't be getting themselves into trouble (they don't read the same language, so she can't just write things down for the fiend to read). So they find another place to rest, and the sorcerer switches out haste for tongues. Now they go and have a conversation to figure out what's going on. The fiend claims to have a way to help them progress further in the dungeon (by dispelling a magical protection that seemed resistant to the party's dispel magic attempts). They party says, "we'll think about it" and retreats back a few rooms.

They settle in for a few days. The sorcerer restores his haste. Since they think this fiend is resistant or immune to cold, his player rifles through the PHB and Xanathar's Guide to Everything, and grabs synaptic static. He normally likes his 4th-level polymorph, but for this fight, he conjures himself up a banishment spell instead. That only took 3 days, but the rest of the party is getting restless, so they return. They release the fiend, and when things go poorly...banishment!

Continuing through the dungeon, see invisibility and enlarge/reduce also get temporarily switched in for the sorcerer, to good effect.

With the information they acquire at the end of the dungeon, they head out in pursuit of a white dragon. The sorcerer spends the 10 days travel time redesigning his spell list for the mission...protection from energy check! ...earthbind check! ...

I'm going to make the rather modest proposal that this is stepping on the toes of the wizard.

The biggest problem is that the sorcerer has the mid-adventure ability to swap in spells from his entire spell list whereas the wizard is limited to his personal spellbook.
 

tetrasodium

Legend
Supporter
Epic
Here's a scenario that illustrates my concerns:

The party includes a 10th-level sorcerer and a 10th-level wizard. They defeat the monsters in a dungeon, and come across a stone door with an impression of scepter in it. Some Intelligence checks let them determine that they probably need to place a scepter of that shape into the door to open it. (Did they miss it in the dungeon? Was it not in the dungeon? Irrelevent!) So they set up night for the camp. That morning, the sorcerer switches out cone of cold for creation. He creates a scepter (stone, metal, whatever, they have coins and there are rocks around), which they use to open the door.

Deeper in the dungeon, they come across some sort of fiend bound in a summoning circle. It appears to speak a language, but not the same language that the party does. The wizard ritual casts comprehend languages. Now she can figure out what the fiend is saying, but can't communicate back well enough to for the party to be confident they won't be getting themselves into trouble (they don't read the same language, so she can't just write things down for the fiend to read). So they find another place to rest, and the sorcerer switches out haste for tongues. Now they go and have a conversation to figure out what's going on. The fiend claims to have a way to help them progress further in the dungeon (by dispelling a magical protection that seemed resistant to the party's dispel magic attempts). They party says, "we'll think about it" and retreats back a few rooms.

They settle in for a few days. The sorcerer restores his haste. Since they think this fiend is resistant or immune to cold, his player rifles through the PHB and Xanathar's Guide to Everything, and grabs synaptic static. He normally likes his 4th-level polymorph, but for this fight, he conjures himself up a banishment spell instead. That only took 3 days, but the rest of the party is getting restless, so they return. They release the fiend, and when things go poorly...banishment!

Continuing through the dungeon, see invisibility and enlarge/reduce also get temporarily switched in for the sorcerer, to good effect.

With the information they acquire at the end of the dungeon, they head out in pursuit of a white dragon. The sorcerer spends the 10 days travel time redesigning his spell list for the mission...protection from energy check! ...earthbind check! ...

I'm going to make the rather modest proposal that this is stepping on the toes of the wizard.

The biggest problem is that the sorcerer has the mid-adventure ability to swap in spells from his entire spell list whereas the wizard is limited to his personal spellbook.
Excellent example of why there should be a lot more ritual spells or greater ritual spells added if this goes in... It's also a great exampl of why wizards try to scribe every spell they can find. Even if added with additional limitations. I think that a lot of the "but sorcerers need help" folks are ignoring the limitations of the small selection of ritual spells & downplaying just how huge "class spell list" is. If a group needs to rest to accomplish something, it doesn't matter who needs to rest because they will if no doom clock ticking.
 

MoonSong

Rules-lawyering drama queen but not a munchkin
Here's a scenario that illustrates my concerns:

The party includes a 10th-level sorcerer and a 10th-level wizard. They defeat the monsters in a dungeon, and come across a stone door with an impression of scepter in it. Some Intelligence checks let them determine that they probably need to place a scepter of that shape into the door to open it. (Did they miss it in the dungeon? Was it not in the dungeon? Irrelevent!) So they set up night for the camp. That morning, the sorcerer switches out cone of cold for creation. He creates a scepter (stone, metal, whatever, they have coins and there are rocks around), which they use to open the door.

Deeper in the dungeon, they come across some sort of fiend bound in a summoning circle. It appears to speak a language, but not the same language that the party does. The wizard ritual casts comprehend languages. Now she can figure out what the fiend is saying, but can't communicate back well enough to for the party to be confident they won't be getting themselves into trouble (they don't read the same language, so she can't just write things down for the fiend to read). So they find another place to rest, and the sorcerer switches out haste for tongues. Now they go and have a conversation to figure out what's going on. The fiend claims to have a way to help them progress further in the dungeon (by dispelling a magical protection that seemed resistant to the party's dispel magic attempts). They party says, "we'll think about it" and retreats back a few rooms.

They settle in for a few days. The sorcerer restores his haste. Since they think this fiend is resistant or immune to cold, his player rifles through the PHB and Xanathar's Guide to Everything, and grabs synaptic static. He normally likes his 4th-level polymorph, but for this fight, he conjures himself up a banishment spell instead. That only took 3 days, but the rest of the party is getting restless, so they return. They release the fiend, and when things go poorly...banishment!

Continuing through the dungeon, see invisibility and enlarge/reduce also get temporarily switched in for the sorcerer, to good effect.

With the information they acquire at the end of the dungeon, they head out in pursuit of a white dragon. The sorcerer spends the 10 days travel time redesigning his spell list for the mission...protection from energy check! ...earthbind check! ...

I'm going to make the rather modest proposal that this is stepping on the toes of the wizard.

The biggest problem is that the sorcerer has the mid-adventure ability to swap in spells from his entire spell list whereas the wizard is limited to his personal spellbook.
This is why I think it needs to be changed to match designer intent "after at least a week of downtime, you can change one of your spells known for one in your spell list of the same level. Your DM might allow you to use this feature after a long rest instead".

But, why does the party have the chance to long rest every time the party wishes?
 

Ashrym

Legend
Here's a scenario that illustrates my concerns:

The party includes a 10th-level sorcerer and a 10th-level wizard. They defeat the monsters in a dungeon, and come across a stone door with an impression of scepter in it. Some Intelligence checks let them determine that they probably need to place a scepter of that shape into the door to open it. (Did they miss it in the dungeon? Was it not in the dungeon? Irrelevent!) So they set up night for the camp. That morning, the sorcerer switches out cone of cold for creation. He creates a scepter (stone, metal, whatever, they have coins and there are rocks around), which they use to open the door.

Deeper in the dungeon, they come across some sort of fiend bound in a summoning circle. It appears to speak a language, but not the same language that the party does. The wizard ritual casts comprehend languages. Now she can figure out what the fiend is saying, but can't communicate back well enough to for the party to be confident they won't be getting themselves into trouble (they don't read the same language, so she can't just write things down for the fiend to read). So they find another place to rest, and the sorcerer switches out haste for tongues. Now they go and have a conversation to figure out what's going on. The fiend claims to have a way to help them progress further in the dungeon (by dispelling a magical protection that seemed resistant to the party's dispel magic attempts). They party says, "we'll think about it" and retreats back a few rooms.

They settle in for a few days. The sorcerer restores his haste. Since they think this fiend is resistant or immune to cold, his player rifles through the PHB and Xanathar's Guide to Everything, and grabs synaptic static. He normally likes his 4th-level polymorph, but for this fight, he conjures himself up a banishment spell instead. That only took 3 days, but the rest of the party is getting restless, so they return. They release the fiend, and when things go poorly...banishment!

Continuing through the dungeon, see invisibility and enlarge/reduce also get temporarily switched in for the sorcerer, to good effect.

With the information they acquire at the end of the dungeon, they head out in pursuit of a white dragon. The sorcerer spends the 10 days travel time redesigning his spell list for the mission...protection from energy check! ...earthbind check! ...

I'm going to make the rather modest proposal that this is stepping on the toes of the wizard.

The biggest problem is that the sorcerer has the mid-adventure ability to swap in spells from his entire spell list whereas the wizard is limited to his personal spellbook.
So you think every time they need a spell they'll just camp for 24 hours? It's a variant on the 5MWD and only works better than the wizard doing the same thing if things keep popping up that the only way to bypass is via spells the sorcerer has on his list but the wizard doesn't have in his book and the party cannot find an alternative way to succeed.

Seems a bit constructed but worth exploring, for sure. I'm curious what the feed back will actually look like.
 

tetrasodium

Legend
Supporter
Epic
This is why I think it needs to be changed to match designer intent "after at least a week of downtime, you can change one of your spells known for one in your spell list of the same level. Your DM might allow you to use this feature after a long rest instead".

But, why does the party have the chance to long rest every time the party wishes?
You can't always have a doom clock running & that question is entirely irrelivant

So you think every time they need a spell they'll just camp for 24 hours? It's a variant on the 5MWD and only works better than the wizard doing the same thing if things keep popping up that the only way to bypass is via spells the sorcerer has on his list but the wizard doesn't have in his book and the party cannot find an alternative way to succeed.

Seems a bit constructed but worth exploring, for sure. I'm curious what the feed back will actually look like.
you might be missing the fact that the sorcerer has their entire class spell list available with this compared to the wizard who only has the spells in his spellbook & a significant chunk if not majority of those spells will be spells selected for inclusion of found spellbooks & found scrolls rather than spells the wizard chose.
 

Ashrym

Legend
You can't always have a doom clock running & that question is entirely irrelivant


you might be missing the fact that the sorcerer has their entire class spell list available with this compared to the wizard who only has the spells in his spellbook & a significant chunk if not majority of those spells will be spells selected for inclusion of found spellbooks & found scrolls rather than spells the wizard chose.

No, I'm not. I question whether only "this one specific spell on the sorcerer list and not in the wizard spell book" reflects what would happen with any frequency to justify the argument, let alone repeatedly in the same adventure.

Right now it's hypothetical and might happen, but I wouldn't be creating scenarios like that as a DM in the first place, which is where I sense some constructionism. I don't dispute that it might happen at this point either because I don't know that yet. Just a bit of healthy skepticism. ;)
 

tetrasodium

Legend
Supporter
Epic
No, I'm not. I question whether only "this one specific spell on the sorcerer list and not in the wizard spell book" reflects what would happen with any frequency to justify the argument, let alone repeatedly in the same adventure.

Right now it's hypothetical and might happen, but I wouldn't be creating scenarios like that as a DM in the first place, which is where I sense some constructionism. I don't dispute that it might happen at this point either because I don't know that yet. Just a bit of healthy skepticism. ;)
The onus is on you to support your own argument. What spells are on the wizard class list but not sorcerer class list?
 

Ashrym

Legend
The onus is on you to support your own argument. What spells are on the wizard class list but not sorcerer class list?

That's a long list, lol.

NameLevelSchoolCasting timeRitualConcentrationSource
NameLevelSchoolCasting timeRitualConcentrationSource
Arcane Eye 4Divination1 ActionNoYesPlayers Handbook
Arcane Lock 2Abjuration1 ActionNoNoPlayers Handbook
Bigby’s Hand 5Evocation1 ActionNoYesPlayers Handbook
Clone 8Necromancy1 HourNoNoPlayers Handbook
Contingency 6Evocation10 MinutesNoNoPlayers Handbook
Create Homunculus 6Transmutation1 HourNoNoXanathars Guide To Everything
Drawmij’s Instant Summons (Ritual) 6Conjuration1 MinuteYesNoPlayers Handbook
Evard’s Black Tentacles 4Conjuration1 ActionNoYesPlayers Handbook
Fabricate 4Transmutation10 MinutesNoNoPlayers Handbook
Find Familiar (Ritual) 1Conjuration1 HourYesNoPlayers Handbook
Fire Shield 4Evocation1 ActionNoNoPlayers Handbook
Grease 1Conjuration1 ActionNoNoPlayers Handbook
Illusory Dragon 8Illusion1 ActionNoYesXanathars Guide To Everything
Invulnerability 9Abjuration1 ActionNoYesXanathars Guide To Everything
Leomund’s Secret Chest 4Conjuration1 ActionNoNoPlayers Handbook
Magic Jar 6Necromancy1 MinuteNoNoPlayers Handbook
Maze 8Conjuration1 ActionNoYesPlayers Handbook
Melf’s Acid Arrow 2Evocation1 ActionNoNoPlayers Handbook
Mighty Fortress 8Conjuration1 MinuteNoNoXanathars Guide To Everything
Mordenkainen’s Faithful Hound 4Conjuration1 ActionNoNoPlayers Handbook
Mordenkainen’s Private Sanctum 4Abjuration10 MinutesNoNoPlayers Handbook
Nystul’s Magic Aura 2Illusion1 ActionNoNoPlayers Handbook
Otiluke’s Freezing Sphere 6Evocation1 ActionNoNoPlayers Handbook
Otiluke’s Resilient Sphere 4Evocation1 ActionNoYesPlayers Handbook
Passwall 5Transmutation1 ActionNoNoPlayers Handbook
Phantasmal Killer 4Illusion1 ActionNoYesPlayers Handbook
Phantom Steed (Ritual) 3Illusion1 MinuteYesNoPlayers Handbook
Prismatic Wall 9Abjuration1 ActionNoNoPlayers Handbook
Rary’s Telepathic Bond (Ritual) 5Divination1 ActionYesNoPlayers Handbook
Rope Trick 2Transmutation1 ActionNoNoPlayers Handbook
Sequester 7Transmutation1 ActionNoNoPlayers Handbook
Simulacrum 7Illusion12 HoursNoNoPlayers Handbook
Telepathy 8Evocation1 ActionNoNoPlayers Handbook
Tenser’s Floating Disk (Ritual) 1Conjuration1 ActionYesNoPlayers Handbook
Tenser’s Transformation 6Transmutation1 ActionNoYesXanathars Guide To Everything
Tiny Servant 3Transmutation1 MinuteNoNoXanathars Guide To Everything
Wall of Force 5Evocation1 ActionNoYesPlayers Handbook
Wall of Ice 6Evocation1 ActionNoYesPlayers Handbook
Wall of Sand 3Evocation1 ActionNoYesElemental Evil
Weird 9Illusion1 ActionNoYesPlayers Handbook
 

Ashrym

Legend
The onus is on you to support your own argument. What spells are on the wizard class list but not sorcerer class list?
Those were currently wizard exclusive spells. There are other spells that are not exclusive on the wizard list and also not on the sorcerer list.

Lack of spell list certainly isn't a problem. The spell book is where to look here.
 

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