When you cast a wizard spell with a spell slot, you can temporarily replace its damage type with a type that appears in another spell in your spellbook, which magically alters the spell's formula for this casting only. The latter spell must be of the same level as the spell slot you expend.
So, l just want to clarify something: "The latter spell must be of the same level as the spell slot you expend." Means that if you, say, cast burning hands at 3rd level, you can replace it with lightning damage, if you have lightning bolt, right? But if you wanted to cast fireball as a ice spell, you'd have to spend a 4th level slot at minimum, because there are no 3rd level ice spells, (Sleet storm doesn't count cause it doesn't deal damage) and even if you have a lower level ice spell, you cant use it?
I hope l'm wrong, because i'm working on a cryomancer, and l really want to turn fireball into a exploding ball of ice.
PS, what about spells such as "Elemental Bane" That give you a choice of element? Do they act as wild cards( able to act as all the elements for the sake of this ability), or do they not count for this? Because if they count, Then l can use the ice element from "spirit shroud" to cast "ice Ball". (l really hope they do, it's my only hope)
yeah theres some really nice wild card spells out there, chromatic orb is an easy first level 1, glyph of warding is a good lvl 3 spell since it has acid, cold, fire, lightning, or thunder damage. That would let you do your ice fireball without having to upcast it which is a pretty meh return vs using those slots of some other 4th level spells
Though I will say finding a use for glyph of warding as an ACTUAL spell isn't easy..
yeah theres some really nice wild card spells out there, chromatic orb is an easy first level 1, glyph of warding is a good lvl 3 spell since it has acid, cold, fire, lightning, or thunder damage. That would let you do your ice fireball without having to upcast it which is a pretty meh return vs using those slots of some other 4th level spells
Though I will say finding a use for glyph of warding as an ACTUAL spell isn't easy..
Glyph of Warding is one of the most powerful spells in the game.You apply a glyph for every buffing spell you can prepare in a space you can readily access - if you're high level, Demiplane is popular - and duck into that space just before combat or at the beginning of combat. Then you fight the combat with every buff spell on you at once.
yeah theres some really nice wild card spells out there, chromatic orb is an easy first level 1, glyph of warding is a good lvl 3 spell since it has acid, cold, fire, lightning, or thunder damage. That would let you do your ice fireball without having to upcast it which is a pretty meh return vs using those slots of some other 4th level spells
Though I will say finding a use for glyph of warding as an ACTUAL spell isn't easy..
Glyph of Warding is one of the most powerful spells in the game.You apply a glyph for every buffing spell you can prepare in a space you can readily access - if you're high level, Demiplane is popular - and duck into that space just before combat or at the beginning of combat. Then you fight the combat with every buff spell on you at once.
Most games don't reach that high of level of play to make Glyph a great spell and it's casting time of 1 hour really stops it from being used in a lot of situations unless you have prep time. It can be great later on but most people aren't going to reach those levels of play
yeah theres some really nice wild card spells out there, chromatic orb is an easy first level 1, glyph of warding is a good lvl 3 spell since it has acid, cold, fire, lightning, or thunder damage. That would let you do your ice fireball without having to upcast it which is a pretty meh return vs using those slots of some other 4th level spells
Though I will say finding a use for glyph of warding as an ACTUAL spell isn't easy..
Glyph of Warding is one of the most powerful spells in the game.You apply a glyph for every buffing spell you can prepare in a space you can readily access - if you're high level, Demiplane is popular - and duck into that space just before combat or at the beginning of combat. Then you fight the combat with every buff spell on you at once.
At high level, the 200 gp per spell may not be as big a deal, but at level 5 when the spell first becomes available, it is not convenient. Especially considering you really do need demiplane to not move the glyph. So this level 3 spell is one of the most powerful spells only after level 15 and with 1000+ gp invested per battle.
Yeah, Some spells, like Glyph of warding, l view as "DM" Spells. Meaning they were made more for Dms to use against the players. For example, a player might never use GoW, but a Lich would be a fool not to have a few littered throughout their lair.
Spirit Shroud is also a valid option, though a bit risky on a wizard. In addition to cold fireball, it also offers radiant fireball, which is nice against certain undead. It also offers a high risk, high reward single target damage option, especially if the enemy has healing capabilities.
Spirit Shroud is also a valid option, though a bit risky on a wizard. In addition to cold fireball, it also offers radiant fireball, which is nice against certain undead. It also offers a high risk, high reward single target damage option, especially if the enemy has healing capabilities.
Spirit Shroud is also a valid option, though a bit risky on a wizard. In addition to cold fireball, it also offers radiant fireball, which is nice against certain undead. It also offers a high risk, high reward single target damage option, especially if the enemy has healing capabilities.
I personally like the idea of a spirit shroud + scorching ray shotgun. Turn 1 is only mediocre since you have to use a cantrip, but Turn 2 and beyond your single target can surge.
You wouldn't be able to change the absorbed damage, only the damage dealt.
Or even if you can, the trigger is still those 5 energy damage types.
Says who? Is "damage type" defined somewhere that I'm not aware of, that would make reading it to mean "any mention of damage types anywhere in the spell" unreasonable?
You wouldn't be able to change the absorbed damage, only the damage dealt.
Or even if you can, the trigger is still those 5 energy damage types.
Says who? Is "damage type" defined somewhere that I'm not aware of, that would make reading it to mean "any mention of damage types anywhere in the spell" unreasonable?
At least the trigger still has to be met before you can cast the spell, which is when you would be able to change the type.
I see the hair you're splitting, that the scribe ability isn't in play until you "cast a wizard spell" at a certain level, and you don't "cast a wizard spell" with a reaction unless a valid trigger exists...
You very well might have a good RAW observation there. I'm not sure its RAI, and it definitely isn't as RAF or quick as just "swap the damage types in general."
I see the hair you're splitting, that the scribe ability isn't in play until you "cast a wizard spell" at a certain level, and you don't "cast a wizard spell" with a reaction unless a valid trigger exists...
You very well might have a good RAW observation there. I'm not sure its RAI, and it definitely isn't as RAF or quick as just "swap the damage types in general."
I see the hair you're splitting, that the scribe ability isn't in play until you "cast a wizard spell" at a certain level, and you don't "cast a wizard spell" with a reaction unless a valid trigger exists...
You very well might have a good RAW observation there. I'm not sure its RAI, and it definitely isn't as RAF or quick as just "swap the damage types in general."
DJC is right. Scribes wizards can't change the reaction triggers on spells, only what the spell does when they cast it. It's absolutely identical to how Sorcerers work with Transmuted Spell, in that regard.
However, since spell damage type '*isn't* defined anywhere, a very fine question is whether you can cast Absorb Elements using Awakened Spellbook on only the offensive type - so e.g. you cast it to absorb fire, but when you melee swing with it, you deal thunder or whatever. This *does* work with Transmuted Spell, because Transmuted Spell actually tells us that it only applies to damage a spell *deals*. The *really* big problem is that Awakened Spellbook refers to "its damage type" (where "it" is a wizard spell), and that doesn't *mean* anything - a spell can have more than one type (like ice knife) offensively, let alone defensively, like stoneskin. I am absolutely convinced Awakened Spellbook has *some* RAI for interacting with defensive spells and we have no way of knowing what it is.
I hope l'm wrong, because i'm working on a cryomancer, and l really want to turn fireball into a exploding ball of ice.
Your solution is a touch complex. If this is for AL play then carry on, but if you want to be a cold wizard then you could just ask your DM for assistance. I would gladly grant a balance neutral skill like: "Any spell you cast which would deal fire damage deals cold damage instead. If the effect also ignites objects then this is replaced by freezing liquid water in the area (min 5ft square) for a number of rounds equal to the spell level (min 1)."
That instantly gives you access to a whole bunch of interesting new cold spells, plus all the old ones, without having to track a list of damage types per slot level on spells you never intend to use.
I hope l'm wrong, because i'm working on a cryomancer, and l really want to turn fireball into a exploding ball of ice.
Your solution is a touch complex. If this is for AL play then carry on, but if you want to be a cold wizard then you could just ask your DM for assistance. I would gladly grant a balance neutral skill like: "Any spell you cast which would deal fire damage deals cold damage instead. If the effect also ignites objects then this is replaced by freezing liquid water in the area (min 5ft square) for a number of rounds equal to the spell level (min 1)."
That instantly gives you access to a whole bunch of interesting new cold spells, plus all the old ones, without having to track a list of damage types per slot level on spells you never intend to use.
Nice when your DM lets you do stuff like this, really doesn't unbalance the game in the slightest and I'm not sure why the dev's took a strong "you can't change the dmg!!!" stance in Tasha's. If you've settled on a theme and aren't just changing things to benefit you in every circumstance (IE o look fire vulnerable now my cryoball is a fireball again!!) than I don't see why not.
Currently playing a hydromancer and most my spells deal either bludgeoning or slashing damage which is probably more powerful than doing an elemental type aaand.. it's not done anything but add flavor
I hope l'm wrong, because i'm working on a cryomancer, and l really want to turn fireball into a exploding ball of ice.
Your solution is a touch complex. If this is for AL play then carry on, but if you want to be a cold wizard then you could just ask your DM for assistance. I would gladly grant a balance neutral skill like: "Any spell you cast which would deal fire damage deals cold damage instead. If the effect also ignites objects then this is replaced by freezing liquid water in the area (min 5ft square) for a number of rounds equal to the spell level (min 1)."
That instantly gives you access to a whole bunch of interesting new cold spells, plus all the old ones, without having to track a list of damage types per slot level on spells you never intend to use.
I like making characters, and don't have a dm, so when making them, l try to make it as official, RAW as possible, so l can minimize the chance the character will be rejected. (Not counting the ones that require homebrew) So, while your idea would be great to use, l have no idea how willing to use it the dm will be, so it's better to get the RAW logistics sorted out before asking to homebrew.
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The Scribe wizard has the ability to :
So, l just want to clarify something: "The latter spell must be of the same level as the spell slot you expend." Means that if you, say, cast burning hands at 3rd level, you can replace it with lightning damage, if you have lightning bolt, right? But if you wanted to cast fireball as a ice spell, you'd have to spend a 4th level slot at minimum, because there are no 3rd level ice spells, (Sleet storm doesn't count cause it doesn't deal damage) and even if you have a lower level ice spell, you cant use it?
I hope l'm wrong, because i'm working on a cryomancer, and l really want to turn fireball into a exploding ball of ice.
PS, what about spells such as "Elemental Bane" That give you a choice of element? Do they act as wild cards( able to act as all the elements for the sake of this ability), or do they not count for this? Because if they count, Then l can use the ice element from "spirit shroud" to cast "ice Ball". (l really hope they do, it's my only hope)
You are correct, and those spells do count as wild cards.
Excellent, Thanks for the confirmation!
yeah theres some really nice wild card spells out there, chromatic orb is an easy first level 1, glyph of warding is a good lvl 3 spell since it has acid, cold, fire, lightning, or thunder damage. That would let you do your ice fireball without having to upcast it which is a pretty meh return vs using those slots of some other 4th level spells
Though I will say finding a use for glyph of warding as an ACTUAL spell isn't easy..
Glyph of Warding is one of the most powerful spells in the game. You apply a glyph for every buffing spell you can prepare in a space you can readily access - if you're high level, Demiplane is popular - and duck into that space just before combat or at the beginning of combat. Then you fight the combat with every buff spell on you at once.
Most games don't reach that high of level of play to make Glyph a great spell and it's casting time of 1 hour really stops it from being used in a lot of situations unless you have prep time. It can be great later on but most people aren't going to reach those levels of play
At high level, the 200 gp per spell may not be as big a deal, but at level 5 when the spell first becomes available, it is not convenient. Especially considering you really do need demiplane to not move the glyph. So this level 3 spell is one of the most powerful spells only after level 15 and with 1000+ gp invested per battle.
Yeah, Some spells, like Glyph of warding, l view as "DM" Spells. Meaning they were made more for Dms to use against the players. For example, a player might never use GoW, but a Lich would be a fool not to have a few littered throughout their lair.
Spirit Shroud is also a valid option, though a bit risky on a wizard. In addition to cold fireball, it also offers radiant fireball, which is nice against certain undead. It also offers a high risk, high reward single target damage option, especially if the enemy has healing capabilities.
I gotta say, Absorb Elements being able to absorb bludgeoning (Catapult) or piercing (Ice Knife), or slashing if upcast to 2 (Cloud of Daggers), makes the idea of a Scribe-based melee gish who uses Spirit Shroud a little bit appetizing... hmm.
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I'm going to make this way harder than it needs to be.
You wouldn't be able to change the absorbed damage, only the damage dealt.
Or even if you can, the trigger is still those 5 energy damage types.
I personally like the idea of a spirit shroud + scorching ray shotgun. Turn 1 is only mediocre since you have to use a cantrip, but Turn 2 and beyond your single target can surge.
Says who? Is "damage type" defined somewhere that I'm not aware of, that would make reading it to mean "any mention of damage types anywhere in the spell" unreasonable?
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I'm going to make this way harder than it needs to be.
At least the trigger still has to be met before you can cast the spell, which is when you would be able to change the type.
I see the hair you're splitting, that the scribe ability isn't in play until you "cast a wizard spell" at a certain level, and you don't "cast a wizard spell" with a reaction unless a valid trigger exists...
You very well might have a good RAW observation there. I'm not sure its RAI, and it definitely isn't as RAF or quick as just "swap the damage types in general."
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I'm going to make this way harder than it needs to be.
No argument about RAF.
DJC is right. Scribes wizards can't change the reaction triggers on spells, only what the spell does when they cast it. It's absolutely identical to how Sorcerers work with Transmuted Spell, in that regard.
However, since spell damage type '*isn't* defined anywhere, a very fine question is whether you can cast Absorb Elements using Awakened Spellbook on only the offensive type - so e.g. you cast it to absorb fire, but when you melee swing with it, you deal thunder or whatever. This *does* work with Transmuted Spell, because Transmuted Spell actually tells us that it only applies to damage a spell *deals*. The *really* big problem is that Awakened Spellbook refers to "its damage type" (where "it" is a wizard spell), and that doesn't *mean* anything - a spell can have more than one type (like ice knife) offensively, let alone defensively, like stoneskin. I am absolutely convinced Awakened Spellbook has *some* RAI for interacting with defensive spells and we have no way of knowing what it is.
Your solution is a touch complex. If this is for AL play then carry on, but if you want to be a cold wizard then you could just ask your DM for assistance. I would gladly grant a balance neutral skill like: "Any spell you cast which would deal fire damage deals cold damage instead. If the effect also ignites objects then this is replaced by freezing liquid water in the area (min 5ft square) for a number of rounds equal to the spell level (min 1)."
That instantly gives you access to a whole bunch of interesting new cold spells, plus all the old ones, without having to track a list of damage types per slot level on spells you never intend to use.
Nice when your DM lets you do stuff like this, really doesn't unbalance the game in the slightest and I'm not sure why the dev's took a strong "you can't change the dmg!!!" stance in Tasha's. If you've settled on a theme and aren't just changing things to benefit you in every circumstance (IE o look fire vulnerable now my cryoball is a fireball again!!) than I don't see why not.
Currently playing a hydromancer and most my spells deal either bludgeoning or slashing damage which is probably more powerful than doing an elemental type aaand.. it's not done anything but add flavor
I like making characters, and don't have a dm, so when making them, l try to make it as official, RAW as possible, so l can minimize the chance the character will be rejected. (Not counting the ones that require homebrew) So, while your idea would be great to use, l have no idea how willing to use it the dm will be, so it's better to get the RAW logistics sorted out before asking to homebrew.