Currently myself and my DM are working on a wizard subclass that focuses on altering magic, similarly to how meta magic can change how spells can be cast. At the moment we think we are pretty close to finishing the sub class, but one of the other players in that campaign thinks that it's still too close to meta magic. So what i'm asking is, is there any suggested effects that you would allow for this subclass for altering spells?
Down below I have listed how the main stick of the subclass, and what altering effects we have so far. Please let me know if there's anything else you would recommend in changing or other spell altering effects that would work well too without stepping on the toes of meta magic or other wizard subclasses too much.
*note that I'm only showing the main portion of the subclass, the portions of the subclass would increase the charges (int mod x2), can cast a spell from you spell book that you do not have prepared (1x short rest) and have advantage on the required save to use the infusion. If ya'll would prefer me to post the full list of the subclass, I wouldn't mind.
Spell Infusion
At 2nd level, you gain the ability to modify the properties of your spells. You gain two of the following spell infusion options of your choice and gain one additional option at 6th, 10th, and 14th level. When you cast a spell, you can add one spell infusion to the spell. You can use this feature as many times equal to your Intelligence modifier (minimum of 1) and regain all uses at the end of a long rest. When you use a spell infusion, you must succeed an Intelligence saving throw (DC = 12 + the spell level), or the intended spell fails.
Alter: When you cast a spell that requires a spell save, you can roll a d6 to change the spell’s save type; 1. Strength, 2. Dexterity, 3. Constitution, 4. Intelligence, 5. Wisdom, 6. Charisma. If you roll the spell’s original save type, you may reroll once and you must keep the result. Additionally, you can choose to expend an additional use of spell infusion to choose the save type.
Elastic: You can decrease your spell attack and your spell DC by 2 in order to double the range of a ranged spell. Alternately, you can choose to reduce the range of a spell by half to increase your spell attack or spell DC by 2. If the spell has a range of touch, increase the spell’s range to 30 feet.
Focused: When you cast a spell with an area of effect that requires a saving throw, you can choose one creature in the affected area, and either give the creature advantage or disadvantage on the saving throw.
Malleable: If you cast a spell with a cone, line, or radius, the size of the affected area is increased equal to your Intelligence modifier x 5 feet, up to double the spell’s original range (rounded down); creatures in the affected area have a +2 bonus to their saving throw against these spells. Alternatively, creatures in the effected area have their saving throw against the spell reduced by 2, if you reduce the spell’s effected area equal to your Intelligence modifier x 5 feet down to half of the spell’s original range (rounded up).
Potent: If the spell deals damage, you can reroll a number of damage dice equal to your intelligence modifier (minimum of one), and you can choose either roll. If the spell is a cantrip, increase the spell’s damage equal to your intelligence modifier (minimum of one).
Quicken: If the spell has a casting time of 1 action, it can be cast as a bonus action. Alternately, if the spell has a casting a cast time of 10 minutes or less, it can be cast as an action.
Sustained: If the spell has a duration 1 minute or more, you can double the duration of the spell, up to 24 hours. The casted spell now requires concentration for the duration, if the spell already requires concentration increase the concentration check DC equal to the spell level.
Transmute: You can change one damage type of a spell, if the spell uses one of the following damage types. Roll a d8 to determine the new damage type of the spell; 1. Acid, 2. Cold, 3. Fire, 4. Force, 5. Lightning, 6. Poison, 7. Thunder, 8. Roll twice and choose one option die for damage type. If you roll this a second time, choose the other roll; If both rolls are an 8, then reroll. Additionally, you can choose to expend another use of spell infusion to choose the damage type.
Alter: When you cast a spell that requires a spell save, you can roll a d6 to change the spell’s save type; 1. Strength, 2. Dexterity, 3. Constitution, 4. Intelligence, 5. Wisdom, 6. Charisma. If you roll the spell’s original save type, you may reroll once and you must keep the result. Additionally, you can choose to expend an additional use of spell infusion to choose the save type.
This one is really bad. It lets players break spells like Hold Person. I'd take that off the list altogether. Don't like Transmute either. Usually spells have some other effect that's obviously tied to the damage type, so you'll get absurd results like a "fireball" that deals cold damage but still lights objects on fire. Both of those options were experimented with in the Lore Mastery Unearthed Arcana and its later incarnation the School of Invention, and I don't think it's a coincidence neither of these subclasses made the cut.
Really not a fan of stealing Sorcerer metamagic options (e.g. the Quicken infusion). I'd suggest replacing those with more original infusions like Malleable or Elastic instead. Those are pretty cool.
I like it. My recommendation would be to change the necessary roll for infusing a spell to be an Arcana skill check as opposed to an Intelligence saving throw, but thats just my personal opinion.
If you are looking for additional or replacement infusion ideas, off the top of my head I might suggest something like something similar to the metamagic ability to twin a spell, but make it for twinning a spell effect made on a willing creature (such as a buff). Not sure if that would be too powerful or not considering certain spells.
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Really not a fan of stealing Sorcerer metamagic options (e.g. the Quicken infusion). I'd suggest replacing those with more original infusions like Malleable or Elastic instead. Those are pretty cool.
That is exactly why I'm posting about it because we are having a hard time coming up with original infusion ideas so that they are not practically direct copies. I do understand that having a few infusions being base line buffs such as damage, and range is fine. But I don't want them to be over done, like I personally think that Malleable is too strong, but i don't want to put a huge negative on it since that it already has a chance to fail. As for the Alter Infusion, looking back on it I can completely understand how that break some spells, we'll take another look over that one. Would you have any recommendations on changes for that or would you rather just scrap that one for another effect?
I like it. My recommendation would be to change the necessary roll for infusing a spell to be an Arcana skill check as opposed to an Intelligence saving throw, but thats just my personal opinion.
If you are looking for additional or replacement infusion ideas, off the top of my head I might suggest something like something similar to the metamagic ability to twin a spell, but make it for twinning a spell effect made on a willing creature (such as a buff). Not sure if that would be too powerful or not considering certain spells.
My reasoning for making it a Int save rather than an arcana check is every wizard would have a proficiency in INT saves, but (not very common) not every wizard has proficiency in arcana. With it like this as you level the DC would get easier for lower level spells and would scale with higher level spells (spell level 1 DC = 13 vs spell level 9 dc = 21) without having to worry about dealing with expertise in arcana. Ex. if I went with arcana (and had expertise), with an int mod of 5 by level 9 the character can just ignore the DC for 1st level spells and by level 17 would be able to ignore the save for up to 5th level spells.
As for an infusion similar to twin spell, I have thought of using one that worked like it, but rather took a spell that targeted multiple targets into 1, then increased the spell damage die by 1 (ex. magic missile from 3x 1d4+1 to 3x 1d6+1) or give advantage on the damage rolls on a single target. Another idea was to treat it similarly as the focused infusion where you had advantage on damage against one of the targets, but that would just be a too similar to the potent infusion.
Currently myself and my DM are working on a wizard subclass that focuses on altering magic, similarly to how meta magic can change how spells can be cast. At the moment we think we are pretty close to finishing the sub class, but one of the other players in that campaign thinks that it's still too close to meta magic. So what i'm asking is, is there any suggested effects that you would allow for this subclass for altering spells?
Down below I have listed how the main stick of the subclass, and what altering effects we have so far. Please let me know if there's anything else you would recommend in changing or other spell altering effects that would work well too without stepping on the toes of meta magic or other wizard subclasses too much.
*note that I'm only showing the main portion of the subclass, the portions of the subclass would increase the charges (int mod x2), can cast a spell from you spell book that you do not have prepared (1x short rest) and have advantage on the required save to use the infusion. If ya'll would prefer me to post the full list of the subclass, I wouldn't mind.
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This one is really bad. It lets players break spells like Hold Person. I'd take that off the list altogether. Don't like Transmute either. Usually spells have some other effect that's obviously tied to the damage type, so you'll get absurd results like a "fireball" that deals cold damage but still lights objects on fire. Both of those options were experimented with in the Lore Mastery Unearthed Arcana and its later incarnation the School of Invention, and I don't think it's a coincidence neither of these subclasses made the cut.
Really not a fan of stealing Sorcerer metamagic options (e.g. the Quicken infusion). I'd suggest replacing those with more original infusions like Malleable or Elastic instead. Those are pretty cool.
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I like it. My recommendation would be to change the necessary roll for infusing a spell to be an Arcana skill check as opposed to an Intelligence saving throw, but thats just my personal opinion.
If you are looking for additional or replacement infusion ideas, off the top of my head I might suggest something like something similar to the metamagic ability to twin a spell, but make it for twinning a spell effect made on a willing creature (such as a buff). Not sure if that would be too powerful or not considering certain spells.
Four-time Judge of the Competition of the Finest Brews! Come join us in making fun, unique homebrew and voting for your favorite entries!
That is exactly why I'm posting about it because we are having a hard time coming up with original infusion ideas so that they are not practically direct copies. I do understand that having a few infusions being base line buffs such as damage, and range is fine. But I don't want them to be over done, like I personally think that Malleable is too strong, but i don't want to put a huge negative on it since that it already has a chance to fail. As for the Alter Infusion, looking back on it I can completely understand how that break some spells, we'll take another look over that one. Would you have any recommendations on changes for that or would you rather just scrap that one for another effect?
My reasoning for making it a Int save rather than an arcana check is every wizard would have a proficiency in INT saves, but (not very common) not every wizard has proficiency in arcana. With it like this as you level the DC would get easier for lower level spells and would scale with higher level spells (spell level 1 DC = 13 vs spell level 9 dc = 21) without having to worry about dealing with expertise in arcana. Ex. if I went with arcana (and had expertise), with an int mod of 5 by level 9 the character can just ignore the DC for 1st level spells and by level 17 would be able to ignore the save for up to 5th level spells.
As for an infusion similar to twin spell, I have thought of using one that worked like it, but rather took a spell that targeted multiple targets into 1, then increased the spell damage die by 1 (ex. magic missile from 3x 1d4+1 to 3x 1d6+1) or give advantage on the damage rolls on a single target. Another idea was to treat it similarly as the focused infusion where you had advantage on damage against one of the targets, but that would just be a too similar to the potent infusion.
My Homebrew | Background | Feats | Magic Items | Races | Spells | Subclass | Homebrewery
To see my more recent homebrew creations, please check out my content on Hombrewery.