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Apprentice Wizard- Arcane Burst power
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<blockquote data-quote="Yaarel" data-source="post: 9272655" data-attributes="member: 58172"><p>Here is the statblock of the "Wizard, Apprentice" from Mordenkainen.</p><p></p><p>[ATTACH=full]348104[/ATTACH]</p><p></p><p></p><p>This is a convenient abbreviation of the stats for a level 2 Wizard.</p><p></p><p>A player Wizard has three cantrips and three slot 1 spells.</p><p></p><p>This nonplayer Wizard has the three slot 1 spells (<em>Burning Hands</em>, <em>Disguise Self</em>, <em>Mage Armor</em>), and actually the three cantrips (<em>Mage Hand, Prestidigitation, Eldritch Blast</em>). "Arcane Burst" Spell Attack is actually a variant <em>Eldritch Blast</em> cantrip. Since it is a "spell" attack, <em>Counterspell</em> could easily be said to apply.</p><p></p><p></p><p>These are the default spells that this particular Wizard student happens to prep. A DM can swap these spells and cantrips, and swap the damage type of the Spell Attack. A group of Wizard Apprentices at a pub could have different spells among them.</p><p></p><p>I would definitely swap the <em>Burning Hands</em> for <em>Magic Missile</em> instead. Every wizardry school student should have <em>Magic Missile</em> handy, to defend the school.</p><p></p><p><em>Disguise Self </em>is interesting for an encounter. I might swap <em>Mage Armor </em>for <em>Entangle </em>instead, for the purpose of fleeing if things go wrong.</p><p></p><p>For the spell attack, I like Force, but could easily apply an other damage type instead, depending on concept.</p><p></p><p></p><p>Judging by the statblock, the "Variant <em>Eldritch Blast</em>" cantrip looks like the following. Here is a cantrip that any Wizard can learn to cast.</p><p></p><p></p><p>ARCANE BURST</p><p><em>Dunamancy cantrip</em></p><p></p><p><strong>Casting Time:</strong> 1 Action</p><p><strong>Range:</strong> Melee or 120 feet</p><p><strong>Components:</strong> None</p><p></p><p>Raw arcane force ruptures across your target, distorting and wracking the body. Make a Melee or Ranged Spell Attack. On a Hit, the target incurs 1d10 Force Damage.</p><p></p><p><em>At Higher Levels</em>. At level 5 the damage increases to 2d10, at level 11 to 3d10, and at level 17 to 4d10.</p></blockquote><p></p>
[QUOTE="Yaarel, post: 9272655, member: 58172"] Here is the statblock of the "Wizard, Apprentice" from Mordenkainen. [ATTACH type="full" alt="Apprentice Wizard (Monsters of the Multiverse).png"]348104[/ATTACH] This is a convenient abbreviation of the stats for a level 2 Wizard. A player Wizard has three cantrips and three slot 1 spells. This nonplayer Wizard has the three slot 1 spells ([I]Burning Hands[/I], [I]Disguise Self[/I], [I]Mage Armor[/I]), and actually the three cantrips ([I]Mage Hand, Prestidigitation, Eldritch Blast[/I]). "Arcane Burst" Spell Attack is actually a variant [I]Eldritch Blast[/I] cantrip. Since it is a "spell" attack, [I]Counterspell[/I] could easily be said to apply. These are the default spells that this particular Wizard student happens to prep. A DM can swap these spells and cantrips, and swap the damage type of the Spell Attack. A group of Wizard Apprentices at a pub could have different spells among them. I would definitely swap the [I]Burning Hands[/I] for [I]Magic Missile[/I] instead. Every wizardry school student should have [I]Magic Missile[/I] handy, to defend the school. [I]Disguise Self [/I]is interesting for an encounter. I might swap [I]Mage Armor [/I]for [I]Entangle [/I]instead, for the purpose of fleeing if things go wrong. For the spell attack, I like Force, but could easily apply an other damage type instead, depending on concept. Judging by the statblock, the "Variant [I]Eldritch Blast[/I]" cantrip looks like the following. Here is a cantrip that any Wizard can learn to cast. ARCANE BURST [I]Dunamancy cantrip[/I] [B]Casting Time:[/B] 1 Action [B]Range:[/B] Melee or 120 feet [B]Components:[/B] None Raw arcane force ruptures across your target, distorting and wracking the body. Make a Melee or Ranged Spell Attack. On a Hit, the target incurs 1d10 Force Damage. [I]At Higher Levels[/I]. At level 5 the damage increases to 2d10, at level 11 to 3d10, and at level 17 to 4d10. [/QUOTE]
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