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...

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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Just got the books! A few initial spell changes impressions:
  • Absorb Elements has disappeared? Unless it just got a new name or something is not in the OGL and therefore can't be reproduced
  • Banishment has been nerfed with random duration and every-round saving throws
  • Conjure Animals now summons 1/2/3 not 1/2/4/8 beasts and upcasting summons higher CR beasts rather than more beasts
  • Counterspell is less powerful, against 3ed level spells and with the option for the original caster to choose another spell
  • Fireball got the nerf to 6d6
  • Goodberry got nerfed - they restore hp but don't qualify as food supply
  • Tiny Hut nerfed bigly - creatures and objects can now pass through, but not spells [seems like an odd distinction to me?]
That's a few of the spells I went looking for straight away. I am happy with all of the above changes myself.

EDIT: added Tiny Hut
EDIT2: removed incorrect info about Haste; updated info about Absorb Elements based on a response from the authors on Discord.
 
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VanguardHero

Adventurer
Agreed that all those are great changes. Gonna assume that LU Conjure Animals is sane and lets you choose the Beasts since they no longer act autonomously xD Counterspell not as nerf'd as I'd like, but it's more susceptible to spell slot attrition at least.
 

Agreed that all those are great changes. Gonna assume that LU Conjure Animals is sane and lets you choose the Beasts since they no longer act autonomously xD Counterspell not as nerf'd as I'd like, but it's more susceptible to spell slot attrition at least.
It doesn't say who gets to choose the conjured animals, sorry.
 

VanguardHero

Adventurer
It doesn't say who gets to choose the conjured animals, sorry.
Yeah, but it also doesn't have a hilariously bad Sage Advice saying that the DM chooses the specifics with an explanation that then also includes other things like Polymorph. Meaning in o5e, by RAW, you don't get to choose what you Polymorph into, you can only express a preference and it's up to the DM :)
 



Maxperson

Morkus from Orkus
Yeah, but it also doesn't have a hilariously bad Sage Advice saying that the DM chooses the specifics with an explanation that then also includes other things like Polymorph. Meaning in o5e, by RAW, you don't get to choose what you Polymorph into, you can only express a preference and it's up to the DM :)
That ruling does not apply to Polymorph. It specifies conjured creatures.
 

Maxperson

Morkus from Orkus
It seems odd to me that they would not include Absorb Elements in the OGL. Since I really can't see a reason to deliberately keep it out, it seems like an oversight on their part.
 

It seems odd to me that they would not include Absorb Elements in the OGL. Since I really can't see a reason to deliberately keep it out, it seems like an oversight on their part.
Apparently "It is a spell originally published in the Elemental Evil guide and then in Xanathar's. The spell is not OGL, so we didn't convert it."

IMHO it's a shame they did't recreate it in some way, but OTOH there are so many O5E spells outside the OGL they may have simply assumed people would always mix and match, rather than relying solely on the A5E spell list.
 

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