Playtest (A5E) Level Up Playtest Document #11: Wizard

Welcome to the 11th Level Up playtest document. This playtest contains a candidate for the first 10 levels of the game’s wizard class.
Welcome to the 11th Level Up playtest document. This playtest contains a candidate for the first 10 levels of the game’s wizard class.


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What this is
This is a playtest document. We’d love you to try out the rules presented here, and then answer the follow-up survey in a few days.

What this is not
This is NOT the final game. It’s OK if you don’t like elements of these rules; that’s the purpose of a playtest document. Be sure to participate in the follow-up survey in a few days. All data, positive or negative is useful.

What we use this for
Your survey responses help form the direction of the game as it goes through the development process.


Don’t forget!
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So now that I'm off work and can apply a bit more mental bandwidth to the topic I would probably word it like follows (Disclaimer: I just wrote it up off the cuff and put no thought in fully balancing):


Wizard's Flair

Mages, almost to a fault, are notorious for their tinkering of their spells and researching new ways to bend the laws of reality to their will. While every caster will see their magic affected by their personality and moods wizards are the only casters that forge and guide these changes intentionally. This is usually apparent in the way that a spell's observable effects manifest. Maybe one wizard's magic missiles appear to be miniature Tarrasques flying at their target while their companion's spells are accompanied by the sound of celestial flutes and the next wizard decided that every spell with a visual effect will show the spell in a deep purple hue. No two wizards cast spells the same way if they can help it.

Starting at 1st level whenever you cast a spell you can alter how the spell appears to onlooker's senses. This could be a change to the color of the energy the spell presents (a firebolt is now silver instead of the normal flame), the sound a spell makes (A fireball moans instead of the explosive blast you would expect), the shape of the spell (A wall of force has visible religious symbols glowing on its surface) or anything else that the player and DM deem appropriate. These changes are purely cosmetic and do not affect the spell's game statistics at all. A player also cannot use these changes to amplify the spell such as making a minor illusion louder than a scream or making a light spell brighter than it normally is. These minor changes can be applied an unlimited amount of times.

Starting at 5th level the Wizard gains the ability to apply alterations to their spells on the fly with much more substantial effects. Choose a flair from the options below. When you finish a long rest, you may replace your flair with another. Whenever you cast a spell, you can choose to cast it with your flair. You can apply your flair to your spells a number of times equal to your Intelligence modifier. Applying it to one casting of a spell counts as one expended use, regardless of the amount of targets the spell or flair affects. You regain all expended uses of your flair when you finish a long rest.

At 5th level you can choose from the following pieces of flair:

Arcane Advance
Your flair causes the spell to batter the
opponent to the point where it's hard for
them to maintain their position. Choose one
creature affected by the spell. The creature
must succeed on a Strength saving throw or
be pushed 5 feet directly away from you. If the
creature cannot be pushed due being adjacent to
an obstacle the push effect does not go off.

Emanation
Your flair causes your spell to be cast with a
lingering Aura. Choose a creature within 30 feet
of you that can see your spell being cast. The
creature must succeed on a Wisdom saving throw
or emanate a faint aura. This aura prevents the
creature from hiding for 1 round.

Kindle
Your flair causes your spell leak energy from
another plane. Choose a creature within 30
feet of you that can see your spell being cast.
The creature must succeed on a Dexterity
saving throw or take 1d4 points of damage
of an energy type chosen from the following
list: Acid, Cold, Fire, Lightning, or Thunder

Slow
Your flair causes your spell to be cast in a
way that thickens the air. Choose a creature
within 30 feet of you that can see your spell
being cast. The creature must succeed on a
Constitution saving throw or have all methods
of movement slowed by 10 feet for 1 round.


At 9th level you can added these pieces of flair to the list of options to choose from:

Awe and Wonder
Your flair makes your spells flashy and
magnificent. They might have harmless
sparks, auditory effects, or beautiful displays.
Choose a creature within 30 feet of you that
can see your spell being cast. The creature
must succeed on a Charisma saving throw or
be charmed by you for 1 round. If the
charmed creature takes damage from you or
an ally while it is charmed, the effect ends.

Big Boom
Your flair causes your spell to be cast with a
thunderous boom. Choose a creature within
30 feet of you that can hear your spell being
cast. The creature must succeed on a
Constitution saving throw or be deafened for
1 round.

Distracting
Your flair causes your spell to be distracting,
or even enticing. Choose a creature within 30
feet of you that can see your spell being cast.
The creature must succeed on a Charisma
saving throw or make its next attack roll with
disadvantage.

Flash of Light
Your flair causes your spell to be cast with a
brilliant flash of light. Choose a creature
within 30 feet of you that can see your spell
being cast. The creature must succeed on a
Constitution saving throw or be blinded for 1
round.

Pungent Smell
Your flair causes you to emit a pungent smell
whenever you cast a spell. Choose a creature
within 30 feet of you as you cast your spell.
The creature must succeed on a Constitution
saving throw or be poisoned for 1 round. A
creature poisoned in this way will not
willingly move closer to you.
 

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Stalker0

Legend
The key question will be signature spell, which while it looks innocent is a complete game changer for the class, as at-will magic is always strong and useful. How strong will a wizard that gets shield or magic missile every round, or even something like charm person at will? Then there's just the fun of having like 20 unseen servants at once,
 


tetrasodium

Legend
Supporter
Epic
The key question will be signature spell, which while it looks innocent is a complete game changer for the class, as at-will magic is always strong and useful. How strong will a wizard that gets shield or magic missile every round, or even something like charm person at will? Then there's just the fun of having like 20 unseen servants at once,
That's not how it works though
1614998986008.png

It's one first & eventually first or second level slot restricted to one spell that seems to be prepped free for normal usage & if you use the free slot you need to take a rest to recover it
 



tetrasodium

Legend
Supporter
Epic
Is one extra 1st level spell per rest a big deal for a 5th level wizard? Not cast higher, cast at level 1.
Not really, but it makes it worth wondering of wizard will get its a5e heavy lifting from spell tags+weapons& armour rework, rare spells, the class spell lists for arcane casters no longer being almost entirely overlapping, or a big chunk of all three
 

Caliburn101

Explorer
By FAR the best art you have shown. Very, very nice. Pretty solid, scoring highly in all areas except for Wizard's Flair... I can see stinky fireballs incoming... or perhaps I can smell them. Not great at all, especially for a 9th level feature. It has the flavour of wizards apprentice school high jinks more than potent adept arcane manipulation about it.
 

aco175

Legend
I like signature spell. It gives a feel to the wizard that the other casters should not have, but have their own. I could see it chosen at 3rd level with a minor flair to a spell and at 5th becoming what it described. At higher levels it could be more with something added to it like an extra dice of damage, bonus to AC, push 10ft or something to add signature to each wizard.
 


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