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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There are DMs whose method of play favors and disfavors certain classes. It has always been this way. You don't play a 1e/2e thief with Bill because he'll never let you backstab.
Which is a distraction that is different from the fact that there needs to be guidance for how learned spell classes interact with rare spells & just a continuation of the original suggestion of giving a buff to learned casters & ignoring the presence of prepared ones like wizards with their spellbook or the just waive the costs homebrew suggestion. Classes can't be balanced around homebrew table specific assumptions
 

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Which is a distraction that is different from the fact that there needs to be guidance for how learned spell classes interact with rare spells & just a continuation of the original suggestion of giving a buff to learned casters & ignoring the presence of prepared ones like wizards with their spellbook or the just waive the costs homebrew suggestion. Classes can't be balanced around homebrew table specific assumptions
No but rules can be written to avoid places where homebrew effects are lessened. The whole short rest effect on Warlocks is poor design. Their balance was set based on assumptions about the number of short rests vs long rests.
 

No not really because those same HC adventures I cited tend to be strict enough that the wizard is not going to be swimming in gold if they are only taking a share of the treasure. Wotc set the tage for failure in too many ways too often to blame the GM for this subset of the 5e wizard's faults
OK. I don't think we're discussing on the same wavelength, as I'm not sure why official material would be relevant.
 

while in 5e we have the HC adventures from wotc making spellbooks rare as hens teeth & typically not found until very late in the adventure if not from killing the final big bad. All the platinum in the world doesn't do a wizard any good if they don't have anything to scribe.
Don't forget that AL and published adventures isn't the entirety of gaming. Spellbooks are as common as the DM has wizards who use spellbooks.
 

Don't forget that AL and published adventures isn't the entirety of gaming. Spellbooks are as common as the DM has wizards who use spellbooks.
No, it does embody a large enough segment of it that it has slightly more relevance than what houserule that a individual gm puts in place barring guidelines issued elsewhere. Just the houserules & possible implementationsin this thread alone are
  • they should be something a prepared class like wizards can scribe. Learned classes would obviously need to find a wand or similar & wizards should be able to analyze the wand to nondestructively scribe to their spellbook
  • learned classes get to add it free if found but prepared classes like wizard can scribe it maybe free maybe at cost because gold is overflowing at some tables
  • Other variants...
That's a big problem.
 



I guess I feel differently. It is grossly out of line with the D&D guidelines. I would rather move that type of thing to 10th level spells. Something that cannot simple be gotten from leveling up (like LevelUps "Rare spells") and ,must be quested for and are therefore completely in the hands of the DM.
Given how spell slots advance in 5e, I am not opposed to high-level (6+) magic being disproportionately powerful compared to lower-level spells. I would be opposed to it in 3e or PF2, because in those games you keep getting high-level spell slots at the same rate as low-level slots, but 5e has a pretty strong demarcation between 5th and 6th level spells. You never get more than one 8th or 9th level spell, and you don't get a second 6th or 7th level spell until level 19 or 20. For warlocks, pact magic is only level 5 or below, level 6+ is only once/day. And features that let you muck around with extra spell slots (e.g. sorcerer's Font of Magic or wizard's Arcane Recovery) usually don't work on level 6+ slots. Given that, high-level magic should do more than just be linearly upscaled low-level magic.

Now, 40d6 might be a bit over the top, but when someone casts a 9th level spell you should be trembling.
 

I do not think I would have a problem with some improved or rare spells being only wizard or sorcerer only. A napalm fireball could be a wizard only doing one thing while sorcerers could learn how to change the damage type as their rare fireball. Even druids could have a rare fireball that does not harm plants and such. I'm not sure how many spells I would want crossing too many lines. Similar to clerics of light having fireball, I'm not sure all clerics should be able to get any spell. There should be some separation.

I like rare components and rare items. A black unicorn horn that grants all necrotic spells +1 level, or allows you to cast the rare version. The knucklebone of a saint allows protection spells to not need concentration. Maybe a rare or expensive items allows raise dead without the 5,000gp diamond. The downside is tables that do not check the component cost that much. Also, this is more DM dependent on how much he hands out.
 


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