D&D (2024) The new spell creation rules


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Gadget

Adventurer
I really like the new Wizard's spells. There needs to be notation in the Wizard class to say they can always prepare/have-prepared Scribe Spell, but it seems really good. Unlike others, I don't think this steps on the Sorcerer's toes over much because there is only a few that overlap with the Sorcerer's meta-magic and it is a very wizard-like, prepare beforehand way of doing it.

I would also note that Modify Spell can be cast as a ritual; so you can spend 10 minutes in the morning modifying one of your prepared spells without spending a spell slot (as long as you only want to make one modification). I would like to point out that extending the range on something as simple as Earth Tremor would have very significant effects on the spell. Perhaps those type of spells need to go back to having a range of 'Self.'

However, I would not be surprised if, upon publication, Modify Spell cost a spell slot of 4th level (or a 10 min ritual), or one equal to the level of the spell you are modifying, whichever is greater. That might keep it under control and would prevent modifying 9th level spells as you don't have more than one 9th level spell slot (though presumably you can prepare more than one 9th level spell. Maybe you can modify a 9th level spell you have prepared and use Create Spell to put it in your spell book).
 



Quickleaf

Legend
Not requiring a spell to scribe spells into your spellbook I feel makes more sense.
110% agree.

They've recognized that eldritch blast & hex are predominantly used by so many warlock players they may as well be warlock features – which they've inched towards with the 1st level Pact Boon granting those "spells" automatically – and yet they feel compelled to spell-ify an existing feature of the wizard.

This playtest is really hard to figure out. There's so many design choices pulling in opposite directions. It feels the opposite of cohesive.
 

Whizbang Dustyboots

Gnometown Hero
Not requiring a spell to scribe spells into your spellbook I feel makes more sense.
Oh, I am going to be advocating for making all of these spells just class abilities, but if they have to do them as spells, Scribe Spell shouldn't be a Catch-22 where you can't do anything without it, like if you stupidly use your spellbook as an arcane focus in battle and a red dragon destroys it.
 

Whizbang Dustyboots

Gnometown Hero
110% agree.

They've recognized that eldritch blast & hex are predominantly used by so many warlock players they may as well be warlock features – which they've inched towards with the 1st level Pact Boon granting those "spells" automatically – and yet they feel compelled to spell-ify an existing feature of the wizard.

This playtest is really hard to figure out. There's so many design choices pulling in opposite directions. It feels the opposite of cohesive.
I would guess there are multiple teams tackling different subjects, rather than this just being Perkins sitting by himself in a room. They put out competing design ideas and see which works and which doesn't.
 

I disagree with a lot of takes in this thread, but I don't want to quote everyone so I'll just say this.

I love these new spell creation rules. First off, I love that they're spells. We need to either drastically reduce the amount of spells or embrace the structure to streamline magic which, paradoixically, allows for more diverse and out there magic mechanics. I used to be big against this, such as with the Psion, but now I just think that most magical abilities should be spells with others being traits or Magic actions here and there.

Next, I like that Mages are using spells as class features more directly. Let's go ahead and interweave everything 100% so that we can establish that Mages are spellmasters, its what they do. This might bleed into Bard and Priests too, who knows, but right now this is makes more sense to me as a repersentation of flavor as opposed to the older methods.

Next, I like that you get a lot of ribbon modifications to a spell. I know that there are clear better options, but there's not really much of a had limit on how many modified spells I can make. If I want to make a foe-seeking fireball called "Whizbang Dustyboots' Writhing and Vengeful Snakes," I can, and that, to me, feels awesome. If I want to be like Combustion Man from Avatar and have fireball blast from my forehead without components, I can do that too. Remember that most people play this game flavor first, mechanics second, and given these things are ritual spells, its not like I can't do them en masse on downtime anyway.

So, I like it. It gives the wizard an actual identity and it works with the preexisting mechanics in a way I actually find elegant. I really hope these make it out of playtest, because it seems fun as Hell to play.
 

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