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How Should 5E Magic Work?
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<blockquote data-quote="Mustrum_Ridcully" data-source="post: 5788595" data-attributes="member: 710"><p>Why no multiple choice. I want Powers + Vancian.</p><p><u></u></p><p><u><strong>Wizard Magic</strong></u></p><p>Wizards have to prepare spells. They need to carefully study them and memorize a complex structure to their head - so complex that the space in any wizard's brain - even the smartest and mightiest of them - cannot hold more than a very few. The spell preparation does not just include memorizing the spell, but also preparing and holding an arcane pattern in their mind. </p><p></p><p>Once so memorized, the arcane pattern stored inside the Wizard's mind allows him to create magical effects that are congruent to the pattern, or ultimately release the entire pattern, allowing him to create the most powerful magical effect possible with it (within his own limitations.)</p><p></p><p></p><p><u></u></p><p><u><strong>Ritual Magic</strong></u></p><p><u>There is an alte</u>rnative to cast such spells: </p><p>Without this diligient preperation, the only way to invoke the power of these spells would be casting them from a scroll and gaining magical energy from expensive arcane ritual components. While this technique requires less of a spellcasting in his mind, the cost make this approach very prohibitive, and the time required does not allow using them on a moment's notice.</p><p>For example: </p><p></p><p><u><strong>Examples for Wizard Spells</strong></u></p><p>The Lesser Form of a spell can be invoked as long as the spell is prepared. </p><p></p><p>The Greater Form is more limited, the caster usually has to take a short rest to cast either the lesser or the greater form again. </p><p></p><p>The True Form can be only cast once per day, as it releases the majority of the pattern, and it requires an extended rest of the caster to eradicate the last traces - and he must do so even if he wants to prepare the spell again. Still the remains of the pattern can be sorted and brought into form, but this requires a short rest. If done so, the caster can use the Lesser and Greater Forms again, even though the True Form will remain unavailable to him.</p><p></p><p></p><p><strong>Mordekai's Faithful Hound</strong></p><p><em>This magical spell allows the caster to call a force construct shaped like a hound. It protects him and attacks its foe.</em></p><p><em></em></p><p><em></em>Lesser Form (At-Will, Standard Action; Force): </p><p><em>A translucent hound appears, immediately attacking the designated target</em>. </p><p>Close Burst 3, 1 Enemy in Burst: Intelligence vs Reflex. Hit: 1d6+INT force damage and the target suffers a -2 penalty to its next attack roll. If it </p><p></p><p>Greater Form (Encounter, Immediate Interrupt; Force): </p><p><em>As your opponent attempts to strike your ally, a translucent hound appears, immediately attacking the designated target</em> and dropping it to the ground.</p><p>Trigger: An enemy makes an attack against you or an ally.</p><p>Close Burst 5, Triggering Enemy in Burst: Intelligence vs Reflex. Hit: 1d6+INT force damage and the target is knocked prone. Effect: If the target stands up before the end of its turn, repeat the attack.</p><p></p><p>True Form (Daily, Standard Action; Force): </p><p><em>You conjure a translucent hound to your aid.</em></p><p>Effect: You conjure Mordekainen's Faithful Hound. The hound occupies its square. When you take a move action the hound can also move your speed. The hound cannot be attacked. </p><p>Sustain Minor: The hound persists and you gain use the attack of the Lesser Form once per round as a minor action. </p><p></p><p><strong></strong></p><p><strong>Isaac's Magic Missiles </strong></p><p><em>Isaac's Magic Missiles creates a force effect that unerringly strikes its intended targets.</em></p><p><em></em></p><p><em></em>Lesser Form(At-Will, Standard Action; Force):</p><p><em>You conjure a single missile that strikes your foe.</em></p><p>Ranged 20: Effect: 1d4+INT force damage.</p><p></p><p>Greater Form (Encounter, Standard Action; Force): </p><p><em>You conjure several missiles that strike your foes.</em></p><p><em></em>Ranged 20: Target: 1, 2 or 3 targets. Effect: 2d4+INT force damage. If you strike only 1 target, increase the damage to 4d4+INT.</p><p></p><p>True Form (Daily, Standard Action; Force):</p><p><em>You conjure a hail of magical missiles, striking out to all foes.</em></p><p>Area Burst 3 in 20: Target: All enemies in burst. Effect: 5d4+INT force damage. </p><p></p><p>Variant True Form (Magic Missile Battery) (Daily, Minor Action; Force)</p><p><em>Only very few spellcasters know this secret variant of the spell.</em></p><p>Effect: You can use the Lesser Form of this spell up to twice per round as a minor action.</p><p></p><p><strong></strong></p><p><strong>Fireball</strong></p><p><em>A simple, yet highly effective spell, that has become almost a symbol for war wizardry.</em></p><p></p><p>Lesser Form (At-Will, Standard Action; Fire):</p><p><em>You conjure a tiny bead of fire and hurl it to cause a small, fiery explosion.</em></p><p>Area Burst 1 in 10; Target: All creatures in burst.</p><p>Attack: Intelligence vs Reflex. Hit: 1d6+INT fire damage.</p><p></p><p>Greater Form (Encounter, Standard Action; Fire): </p><p><em>You release a bead of fire that causes a destructive explosion.</em></p><p>Area Burst 2 in 20: Target: All creatures in burst.</p><p>Attack: intelligence vs Reflex: Hit: 2d6+INT fire damage. Miss: Half damage.</p><p></p><p>True Form (Daily, Standard Action; Fire):</p><p><em>You charge an intense bead of fire, that causes a giant, destructive explosion.</em></p><p>Area Burst 3 in 20: Target: All creatures in burst.</p><p>Attack: Intelligence vs Reflex. Hit: 5d6+INT fire damage and 5 ongoing fire damage (save ends). Miss: Half damage.</p><p></p><p></p><p>Notes: </p><p>The spells are basically "balanced" as they probably would or could be in 4E. The rule saying that you cannot use a greater or true form of the spell after you've used the greater form, and not use the Lesser and Greater Form after you#ve used makes the Wizard magic "more complicated" - you have to decide early on in any given engagement whether you want to use the Daily version of the spell or not - and you may find yourself entirely out of magical spells after you've cast all of your True Forms. To compensate, the True Forms of the spell are stronger, though, than "normal" 4E dailies would be.</p></blockquote><p></p>
[QUOTE="Mustrum_Ridcully, post: 5788595, member: 710"] Why no multiple choice. I want Powers + Vancian. [U] [B]Wizard Magic[/B][/U] Wizards have to prepare spells. They need to carefully study them and memorize a complex structure to their head - so complex that the space in any wizard's brain - even the smartest and mightiest of them - cannot hold more than a very few. The spell preparation does not just include memorizing the spell, but also preparing and holding an arcane pattern in their mind. Once so memorized, the arcane pattern stored inside the Wizard's mind allows him to create magical effects that are congruent to the pattern, or ultimately release the entire pattern, allowing him to create the most powerful magical effect possible with it (within his own limitations.) [U] [B]Ritual Magic[/B] There is an alte[/U]rnative to cast such spells: Without this diligient preperation, the only way to invoke the power of these spells would be casting them from a scroll and gaining magical energy from expensive arcane ritual components. While this technique requires less of a spellcasting in his mind, the cost make this approach very prohibitive, and the time required does not allow using them on a moment's notice. For example: [U][B]Examples for Wizard Spells[/B][/U] The Lesser Form of a spell can be invoked as long as the spell is prepared. The Greater Form is more limited, the caster usually has to take a short rest to cast either the lesser or the greater form again. The True Form can be only cast once per day, as it releases the majority of the pattern, and it requires an extended rest of the caster to eradicate the last traces - and he must do so even if he wants to prepare the spell again. Still the remains of the pattern can be sorted and brought into form, but this requires a short rest. If done so, the caster can use the Lesser and Greater Forms again, even though the True Form will remain unavailable to him. [B]Mordekai's Faithful Hound[/B] [I]This magical spell allows the caster to call a force construct shaped like a hound. It protects him and attacks its foe. [/I]Lesser Form (At-Will, Standard Action; Force): [I]A translucent hound appears, immediately attacking the designated target[/I]. Close Burst 3, 1 Enemy in Burst: Intelligence vs Reflex. Hit: 1d6+INT force damage and the target suffers a -2 penalty to its next attack roll. If it Greater Form (Encounter, Immediate Interrupt; Force): [I]As your opponent attempts to strike your ally, a translucent hound appears, immediately attacking the designated target[/I] and dropping it to the ground. Trigger: An enemy makes an attack against you or an ally. Close Burst 5, Triggering Enemy in Burst: Intelligence vs Reflex. Hit: 1d6+INT force damage and the target is knocked prone. Effect: If the target stands up before the end of its turn, repeat the attack. True Form (Daily, Standard Action; Force): [I]You conjure a translucent hound to your aid.[/I] Effect: You conjure Mordekainen's Faithful Hound. The hound occupies its square. When you take a move action the hound can also move your speed. The hound cannot be attacked. Sustain Minor: The hound persists and you gain use the attack of the Lesser Form once per round as a minor action. [B] Isaac's Magic Missiles [/B] [I]Isaac's Magic Missiles creates a force effect that unerringly strikes its intended targets. [/I]Lesser Form(At-Will, Standard Action; Force): [I]You conjure a single missile that strikes your foe.[/I] Ranged 20: Effect: 1d4+INT force damage. Greater Form (Encounter, Standard Action; Force): [I]You conjure several missiles that strike your foes. [/I]Ranged 20: Target: 1, 2 or 3 targets. Effect: 2d4+INT force damage. If you strike only 1 target, increase the damage to 4d4+INT. True Form (Daily, Standard Action; Force): [I]You conjure a hail of magical missiles, striking out to all foes.[/I] Area Burst 3 in 20: Target: All enemies in burst. Effect: 5d4+INT force damage. Variant True Form (Magic Missile Battery) (Daily, Minor Action; Force) [I]Only very few spellcasters know this secret variant of the spell.[/I] Effect: You can use the Lesser Form of this spell up to twice per round as a minor action. [B] Fireball[/B] [I]A simple, yet highly effective spell, that has become almost a symbol for war wizardry.[/I] Lesser Form (At-Will, Standard Action; Fire): [I]You conjure a tiny bead of fire and hurl it to cause a small, fiery explosion.[/I] Area Burst 1 in 10; Target: All creatures in burst. Attack: Intelligence vs Reflex. Hit: 1d6+INT fire damage. Greater Form (Encounter, Standard Action; Fire): [I]You release a bead of fire that causes a destructive explosion.[/I] Area Burst 2 in 20: Target: All creatures in burst. Attack: intelligence vs Reflex: Hit: 2d6+INT fire damage. Miss: Half damage. True Form (Daily, Standard Action; Fire): [I]You charge an intense bead of fire, that causes a giant, destructive explosion.[/I] Area Burst 3 in 20: Target: All creatures in burst. Attack: Intelligence vs Reflex. Hit: 5d6+INT fire damage and 5 ongoing fire damage (save ends). Miss: Half damage. Notes: The spells are basically "balanced" as they probably would or could be in 4E. The rule saying that you cannot use a greater or true form of the spell after you've used the greater form, and not use the Lesser and Greater Form after you#ve used makes the Wizard magic "more complicated" - you have to decide early on in any given engagement whether you want to use the Daily version of the spell or not - and you may find yourself entirely out of magical spells after you've cast all of your True Forms. To compensate, the True Forms of the spell are stronger, though, than "normal" 4E dailies would be. [/QUOTE]
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