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Level Up: Advanced 5th Edition (A5E)
Level Up Playtest Document #11: Wizard
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<blockquote data-quote="WarDriveWorley" data-source="post: 8216484" data-attributes="member: 6704190"><p>So now that I'm off work and can apply a bit more mental bandwidth to the topic I would probably word it like follows (Disclaimer: I just wrote it up off the cuff and put no thought in fully balancing):</p><p></p><p></p><p><strong>Wizard's Flair</strong></p><p></p><p>Mages, almost to a fault, are notorious for their tinkering of their spells and researching new ways to bend the laws of reality to their will. While every caster will see their magic affected by their personality and moods wizards are the only casters that forge and guide these changes intentionally. This is usually apparent in the way that a spell's observable effects manifest. Maybe one wizard's magic missiles appear to be miniature Tarrasques flying at their target while their companion's spells are accompanied by the sound of celestial flutes and the next wizard decided that every spell with a visual effect will show the spell in a deep purple hue. No two wizards cast spells the same way if they can help it. </p><p></p><p>Starting at 1st level whenever you cast a spell you can alter how the spell appears to onlooker's senses. This could be a change to the color of the energy the spell presents (a firebolt is now silver instead of the normal flame), the sound a spell makes (A fireball moans instead of the explosive blast you would expect), the shape of the spell (A wall of force has visible religious symbols glowing on its surface) or anything else that the player and DM deem appropriate. These changes are purely cosmetic and do not affect the spell's game statistics at all. A player also cannot use these changes to amplify the spell such as making a minor illusion louder than a scream or making a light spell brighter than it normally is. These minor changes can be applied an unlimited amount of times.</p><p></p><p>Starting at 5th level the Wizard gains the ability to apply alterations to their spells on the fly with much more substantial effects. Choose a flair from the options below. When you finish a long rest, you may replace your flair with another. Whenever you cast a spell, you can choose to cast it with your flair. You can apply your flair to your spells a number of times equal to your Intelligence modifier. Applying it to one casting of a spell counts as one expended use, regardless of the amount of targets the spell or flair affects. You regain all expended uses of your flair when you finish a long rest.</p><p></p><p>At 5th level you can choose from the following pieces of flair:</p><p></p><p><strong>Arcane Advance</strong></p><p>Your flair causes the spell to batter the </p><p>opponent to the point where it's hard for </p><p>them to maintain their position. Choose one </p><p>creature affected by the spell. The creature</p><p>must succeed on a Strength saving throw or</p><p>be pushed 5 feet directly away from you. If the</p><p>creature cannot be pushed due being adjacent to</p><p>an obstacle the push effect does not go off. </p><p></p><p><strong>Emanation</strong></p><p>Your flair causes your spell to be cast with a</p><p>lingering Aura. Choose a creature within 30 feet</p><p>of you that can see your spell being cast. The</p><p>creature must succeed on a Wisdom saving throw</p><p>or emanate a faint aura. This aura prevents the </p><p>creature from hiding for 1 round. </p><p></p><p><strong>Kindle</strong></p><p>Your flair causes your spell leak energy from </p><p>another plane. Choose a creature within 30</p><p>feet of you that can see your spell being cast.</p><p>The creature must succeed on a Dexterity</p><p>saving throw or take 1d4 points of damage </p><p>of an energy type chosen from the following </p><p>list: Acid, Cold, Fire, Lightning, or Thunder</p><p></p><p><strong>Slow</strong></p><p>Your flair causes your spell to be cast in a </p><p>way that thickens the air. Choose a creature</p><p>within 30 feet of you that can see your spell</p><p>being cast. The creature must succeed on a</p><p>Constitution saving throw or have all methods </p><p>of movement slowed by 10 feet for 1 round. </p><p></p><p></p><p>At 9th level you can added these pieces of flair to the list of options to choose from: </p><p></p><p><strong>Awe and Wonder</strong></p><p>Your flair makes your spells flashy and</p><p>magnificent. They might have harmless</p><p>sparks, auditory effects, or beautiful displays.</p><p>Choose a creature within 30 feet of you that</p><p>can see your spell being cast. The creature</p><p>must succeed on a Charisma saving throw or</p><p>be charmed by you for 1 round. If the</p><p>charmed creature takes damage from you or</p><p>an ally while it is charmed, the effect ends.</p><p></p><p><strong>Big Boom</strong></p><p>Your flair causes your spell to be cast with a</p><p>thunderous boom. Choose a creature within</p><p>30 feet of you that can hear your spell being</p><p>cast. The creature must succeed on a</p><p>Constitution saving throw or be deafened for</p><p>1 round.</p><p></p><p><strong>Distracting</strong></p><p>Your flair causes your spell to be distracting,</p><p>or even enticing. Choose a creature within 30</p><p>feet of you that can see your spell being cast.</p><p>The creature must succeed on a Charisma</p><p>saving throw or make its next attack roll with</p><p>disadvantage.</p><p></p><p><strong>Flash of Light</strong></p><p>Your flair causes your spell to be cast with a</p><p>brilliant flash of light. Choose a creature</p><p>within 30 feet of you that can see your spell</p><p>being cast. The creature must succeed on a</p><p>Constitution saving throw or be blinded for 1</p><p>round.</p><p></p><p><strong>Pungent Smell</strong></p><p>Your flair causes you to emit a pungent smell</p><p>whenever you cast a spell. Choose a creature</p><p>within 30 feet of you as you cast your spell.</p><p>The creature must succeed on a Constitution</p><p>saving throw or be poisoned for 1 round. A</p><p>creature poisoned in this way will not</p><p>willingly move closer to you.</p></blockquote><p></p>
[QUOTE="WarDriveWorley, post: 8216484, member: 6704190"] So now that I'm off work and can apply a bit more mental bandwidth to the topic I would probably word it like follows (Disclaimer: I just wrote it up off the cuff and put no thought in fully balancing): [B]Wizard's Flair[/B] Mages, almost to a fault, are notorious for their tinkering of their spells and researching new ways to bend the laws of reality to their will. While every caster will see their magic affected by their personality and moods wizards are the only casters that forge and guide these changes intentionally. This is usually apparent in the way that a spell's observable effects manifest. Maybe one wizard's magic missiles appear to be miniature Tarrasques flying at their target while their companion's spells are accompanied by the sound of celestial flutes and the next wizard decided that every spell with a visual effect will show the spell in a deep purple hue. No two wizards cast spells the same way if they can help it. Starting at 1st level whenever you cast a spell you can alter how the spell appears to onlooker's senses. This could be a change to the color of the energy the spell presents (a firebolt is now silver instead of the normal flame), the sound a spell makes (A fireball moans instead of the explosive blast you would expect), the shape of the spell (A wall of force has visible religious symbols glowing on its surface) or anything else that the player and DM deem appropriate. These changes are purely cosmetic and do not affect the spell's game statistics at all. A player also cannot use these changes to amplify the spell such as making a minor illusion louder than a scream or making a light spell brighter than it normally is. These minor changes can be applied an unlimited amount of times. Starting at 5th level the Wizard gains the ability to apply alterations to their spells on the fly with much more substantial effects. Choose a flair from the options below. When you finish a long rest, you may replace your flair with another. Whenever you cast a spell, you can choose to cast it with your flair. You can apply your flair to your spells a number of times equal to your Intelligence modifier. Applying it to one casting of a spell counts as one expended use, regardless of the amount of targets the spell or flair affects. You regain all expended uses of your flair when you finish a long rest. At 5th level you can choose from the following pieces of flair: [B]Arcane Advance[/B] Your flair causes the spell to batter the opponent to the point where it's hard for them to maintain their position. Choose one creature affected by the spell. The creature must succeed on a Strength saving throw or be pushed 5 feet directly away from you. If the creature cannot be pushed due being adjacent to an obstacle the push effect does not go off. [B]Emanation[/B] Your flair causes your spell to be cast with a lingering Aura. Choose a creature within 30 feet of you that can see your spell being cast. The creature must succeed on a Wisdom saving throw or emanate a faint aura. This aura prevents the creature from hiding for 1 round. [B]Kindle[/B] Your flair causes your spell leak energy from another plane. Choose a creature within 30 feet of you that can see your spell being cast. The creature must succeed on a Dexterity saving throw or take 1d4 points of damage of an energy type chosen from the following list: Acid, Cold, Fire, Lightning, or Thunder [B]Slow[/B] Your flair causes your spell to be cast in a way that thickens the air. Choose a creature within 30 feet of you that can see your spell being cast. The creature must succeed on a Constitution saving throw or have all methods of movement slowed by 10 feet for 1 round. At 9th level you can added these pieces of flair to the list of options to choose from: [B]Awe and Wonder[/B] Your flair makes your spells flashy and magnificent. They might have harmless sparks, auditory effects, or beautiful displays. Choose a creature within 30 feet of you that can see your spell being cast. The creature must succeed on a Charisma saving throw or be charmed by you for 1 round. If the charmed creature takes damage from you or an ally while it is charmed, the effect ends. [B]Big Boom[/B] Your flair causes your spell to be cast with a thunderous boom. Choose a creature within 30 feet of you that can hear your spell being cast. The creature must succeed on a Constitution saving throw or be deafened for 1 round. [B]Distracting[/B] Your flair causes your spell to be distracting, or even enticing. Choose a creature within 30 feet of you that can see your spell being cast. The creature must succeed on a Charisma saving throw or make its next attack roll with disadvantage. [B]Flash of Light[/B] Your flair causes your spell to be cast with a brilliant flash of light. Choose a creature within 30 feet of you that can see your spell being cast. The creature must succeed on a Constitution saving throw or be blinded for 1 round. [B]Pungent Smell[/B] Your flair causes you to emit a pungent smell whenever you cast a spell. Choose a creature within 30 feet of you as you cast your spell. The creature must succeed on a Constitution saving throw or be poisoned for 1 round. A creature poisoned in this way will not willingly move closer to you. [/QUOTE]
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Level Up Playtest Document #11: Wizard
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