Blog (A5E) A Sneak Peek At Magic

In this article, we're going to take a look at some of the changes to spells and magic in Level Up. Most of these changes are ease-of-use changes for clarity, but there are some minor structural changes. We'll use fireball as an example of a spell while discussing these changes. Note that this is early in the design process for this part of the game, so things might yet change, and your feedback as always will affect that.

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Fireball

3rd-level (evocation, arcane, fire)
Classes: Sorcerer, wizard
Casting Time: 1 action
Range: Long (120 feet)
Area: 20-foot-radius sphere
Components: V, S, M (bat guano and sulfur)
Duration: Instantaneous
Saving Throw: Dexterity half

A fiery mote streaks to a point within range and explodes in a burst of flame. The fire spreads around corners and ignites unattended flammable objects. Each creature in the area takes 6d6* fire damage.

Cast at Higher Levels. The damage increases by 1d6 for each spell level over 3rd.

Rare: Ravjahani’s Blackfire. This spell’s silent black flames deal necrotic damage and don’t damage objects or leave marks on bodies. Any nonmagical flames in the area are extinguished. The spell has no vocalized component.

Rare: Katrina’s Improved Fireball. The fireball deals 8d6 fire damage.



Schools of Magic​

The first thing you might notice are the words under the spell name. For fireball, those words are evocation and fire. These are the schools of magic to which fireball beyonds.

Wait! I hear you say. Fire isn't a school of magic! Well, this is the first of our changes. The 8 classical schools of magic, as defined by wizards long past and handed down in formal tradition, all exist as you know them: evocation, divination, necromancy, and so on.

But that formal classification isn't the only way magic-users throughout the ages have labelled spells. In the multiverse there is a near-infinite array of spell schools; some are based on elemental sources (like fire, water, shadow, plants, beasts, and so on), while others are based on effects (healing, compulsion, and more).

The classical schools are rigidly defined; a spell can only belong to one classical school. Other schools are not as strict, however; a spell can belong to multiple non-classical schools. These schools are a tool which you can use to create spell lists, whether they be classical schools, or you want to give that red dragon access to all fire spells, or you need to simply list all fire spells in order to plan the spell choices of your fire-themed sorcerer. They're there to use as you wish.

In addition to the eight classical schools, Level Up contains the following list of magical schools: acid, affliction, air, arcana, attack, beasts, chaos, cold, communication, control, displacement, divine, earth, enhancement, evil, fear, fire, force, good, healing, knowledge, law, lightning, movement, nature, necrotic, negation, obscurement, planar, plants, poison, prismatic, protection, psychic, radiant, scrying, senses, shadow, shapechanging, sound, storm, summoning, technological, teleportation, terrain, thunder, transformation, utility, water, weaponry, weather.

Let's look at a couple of other spells and how they're classified.

Fire shield -- 4th-level (evocation, arcane, cold, fire, protection)

Locate creature -- 4th-level (divination, arcane, divine, beasts, plants, knowledge)

Sleet storm -- 2nd-level (conjuration, arcane, nature, cold, nature, weather)

Spell Stats​

You'll see that the spell has more information in the stat block up top. This give you lots of information about the spell at a glance. You might also notice that spell ranges have been standardized; common distances include short range (30 feet or less), medium range (60 feet or less), or long range (120 feet or less), as well as self, touch, and special ranges.

The components entry has changed slightly, too. V,S,M are used in the same way, but their meanings have been expanded to Vocalized, Seen, and Material. Different spell casters may cast spells differently -- a Vocalized spell is apparent to creatures that can hear, but might be a bard's song, a wizard's incantation, or even a musical instrument.

We make mention of material spell components to add flavor to the game, but if there is no price listed for those components, they are simply considered part of your spellcasting pouch.

Rare Spells​

One fun thing we're introducing is the concept of rare spells. Not all spells have rare versions. You can't choose rare spells out of the rulebook; you have to find them. They might be found in a treasure hoard, or in the depths of an ancient library; a rare spell might be the motivation for a quest. These rare spells -- which are all named after a famous spellcaster -- are better than the 'regular' versions, and are highly sought after. If you know a rare spell, you can memorize it instead of the regular version.

New Spells​

Of course, we have a whole bunch of new spells to add to those in the core rulebook, but you’ll have to wait to see those!


*Let us know what you think of the 6d6 fire damage! We haven't changed most spells fundamentally (other than clarity rewrites) but this is one of a few that we're considering.

Continue reading...
 

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tetrasodium

Legend
Supporter
Epic
The rare spells thing allows for a useful way of detrivializing recovery. Make the base cure wounds scale badly (ie 1d8+mod then +1d8/2 or 3 levelsinstead of per 1). The default one could still be there as a rare spell but the change for cure wounds would make the cost to rest and dump slots to just recover all at once. If scaling is particularly bad cure moderate /serious/critical could be non rare spells making up the gap ar the cost of a hit to spells prepped
 

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The rare spells thing allows for a useful way of detrivializing recovery. Make the base cure wounds scale badly (ie 1d8+mod then +1d8/2 or 3 levelsinstead of per 1). The default one could still be there as a rare spell but the change for cure wounds would make the cost to rest and dump slots to just recover all at once. If scaling is particularly bad cure moderate /serious/critical could be non rare spells making up the gap ar the cost of a hit to spells prepped
Why would you want to reintroduce cure light wound and its ilk? If anything, more spells should be folded together and use spell level to do bigger and better things.

As for rare spells, they should have side effects that are helpful but not extreme game changers. Maybe rare cure wounds also grants advantage on the targets next attack or something. Nothing amazing but also nothing you GOTTA have.
 

tetrasodium

Legend
Supporter
Epic
Why would you want to reintroduce cure light wound and its ilk? If anything, more spells should be folded together and use spell level to do bigger and better things.

As for rare spells, they should have side effects that are helpful but not extreme game changers. Maybe rare cure wounds also grants advantage on the targets next attack or something. Nothing amazing but also nothing you GOTTA have.

Start with this from dmg 266
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It should be the easiest way to put a check on the instant recovery of HP from choosing not to risk things like forced march penalties by sleeping at night but the way cure wounds scales completely defeats it & other methods like changing it from full hp to some lesser value each long rest but the way cure wounds scales allowing spellSlotD8+mod means that anyone with that one spell prepared can burn every unused spellslot & likely heal the group completely immediately before recovering all of their spell slots. If they had to prepare 3-4 spells that cuts hard into their effectiveness unless they consider healing a significant part their combat role in the party. Making it scale poorly allows some middle ground without being easy to use efficiently. Having the default/core scaling spell as a rare spell means that a gm who likes the trivial recovery can just say that the spell is not rare rather than a more involved houserule the other way around
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Currently, the number of spells you can prepare is in the handfuls range 5-10. Adding more spell names makes that far too restrictive. More restrictions is not going to make the game more popular. Less restrictions should be the goal.
 

ccooke

Adventurer
Okay, caveat: LevelUp is not for me. I'm looking at this out of curiosity, but I have no interest in the end product. That said, looking at the stated design goals, I am curious how you are planning to reconcile them.

Okay, the LevelUp website says that it will be compatible with "All your books". That includes things like the monster manual.
Some monsters cast spells, and you now have LevelUp-specific versions of spells that are different to (but have the same name as) the ones that exist in the PHB. Does that not make LevelUp either increasingly difficult to use with the standard books, or just plain incompatible?
 

Waller

Legend
Okay, caveat: LevelUp is not for me. I'm looking at this out of curiosity, but I have no interest in the end product. That said, looking at the stated design goals, I am curious how you are planning to reconcile them.

Okay, the LevelUp website says that it will be compatible with "All your books". That includes things like the monster manual.
Some monsters cast spells, and you now have LevelUp-specific versions of spells that are different to (but have the same name as) the ones that exist in the PHB. Does that not make LevelUp either increasingly difficult to use with the standard books, or just plain incompatible?
How so? If a monster can cast fireball, you just look up fireball like you always did. It's not like they're turning fireball into animate dead or anything, it's still basically the same thing.
 

tetrasodium

Legend
Supporter
Epic
Currently, the number of spells you can prepare is in the handfuls range 5-10. Adding more spell names makes that far too restrictive. More restrictions is not going to make the game more popular. Less restrictions should be the goal.
Cleric
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Druid
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Bard
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Sorcerer
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Warlock

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Paladin
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Ranger
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The opportunity cost of preparing one single spell capable of consuming any & all unused spellslot immediately before recovering them in order to thwart any attempt to place weight upon hp attrition by adjusting how rests recover HP is far too low when heal spells are limited to all clerics all druids all but 1ish ranger, all paladins, some sorcerers some warlocks, all artificers, all bards and technically there are ways that EK AT & so on could use their slots for a spell there are ways they could get. A life cleric could logically get all of them under their domain spells while other cleric/druid/et might prepare the 1-2 they think fits best with their role within the party & likely spell slot needs
 

Faolyn

(she/her)
Okay, the LevelUp website says that it will be compatible with "All your books". That includes things like the monster manual.
Some monsters cast spells, and you now have LevelUp-specific versions of spells that are different to (but have the same name as) the ones that exist in the PHB. Does that not make LevelUp either increasingly difficult to use with the standard books, or just plain incompatible?
Going by what we've seen, the rarer spells don't have the same names as the base spells. For example, one of the sample rare spells was Ravjahani’s blackfire, which sounds nothing like the fireball it's base on.

So if you have a monster that has Innate Spellcasting and can cast fireball, it can cast fireball, straight out of the book, not a rare named variant on it. The only difference that LU is going to have here is if you have that fireball inflict 8d6 damage (5e) or 6d6 damage (LU).
 

The opportunity cost of preparing one single spell capable of consuming any & all unused spellslot immediately before recovering them in order to thwart any attempt to place weight upon hp attrition by adjusting how rests recover HP is far too low when heal spells are limited to all clerics all druids all but 1ish ranger, all paladins, some sorcerers some warlocks, all artificers, all bards and technically there are ways that EK AT & so on could use their slots for a spell there are ways they could get. A life cleric could logically get all of them under their domain spells while other cleric/druid/et might prepare the 1-2 they think fits best with their role within the party & likely spell slot needs
The point you are missing is I believe spells should be more broad, more capable of use at different levels. EVERY spell should have a boost from being cast at a higher level. Anything that makes spells less broad is against my desires. Giving people more spell prep slots or moving where they come from doesn't change that.
 

Faolyn

(she/her)
Currently, the number of spells you can prepare is in the handfuls range 5-10. Adding more spell names makes that far too restrictive. More restrictions is not going to make the game more popular. Less restrictions should be the goal.
For the most part, you can always prepare more spells than you can cast, assuming you have a high spellcasting attribute. At lower levels, even Arcane Recovery won't let you cast more than you can prepare.

There have always been a zillion spells in D&D. Back in 2e they put out seven volumes of spells collected from those that had been published in their books, boxed sets, and in Dragon and Dungeon magazines. And in a lot of those cases, those spells were variants of each other. Many would even say "this spell is just like such and such, except that it does X instead."

So basically, all this does is cut out a lot of wasted text. There's no reason to have a full spell block when you have basically the same spell with a few tweaks.
 

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