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!


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, 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, 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.

Previous
Previous

A Quick Look At Skills

Next
Next

Podcast - Level Up Update