I really like Chaos Bolt, and the Wild Magic Sorcerer in my group is going to go mad over it.
I'm struggling with why. I totally get that it's thematic for a Wild Sorc in ways that most of the Sorc spell list is not. However, it is 2d8 damage of a random type where Chromatic Orb is 3d8 of a type you choose, and both are essentially inferior to Magic Missile unless you have a specific reason to use something other than Force damage. The chances of hitting a second target with Chaos Bolt are 1 in 8, which is not a large number. So just the flavour?
It's never about the hardest hitting spell, otherwise every spell damage output would be the same. Most people that I know that play D&D will always pick spells that are thematic over raw damage output.
Jeremy Crawford tweeted a correction for Zephyr Strike, saying only applies once on the turn it is cast. That basically makes it useless, because gaining advantage for a single turn doesn't outshine 1d6 damage once per turn every turn. ZS isn't worth the slot. It's a first level version of true strike.
If you know an enemy's vulnerability, chaos bolt gives you almost a 1/4 chance of hitting it. And if a creature has a known resistance or immunity, you can reliably avoid it. It has to roll to-hit, but it can crit. Abilities that let you reroll dice can help you make the spell hit a second or even third target.
The Druid spell, Wild Cunning, could be better taking off the two last option effects to make the spell a Divination, and the other two options a different transmutation spell.
The Druid spell, Wild Cunning, could be better taking off the two last option effects to make the spell a Divination, and the other two options a different transmutation spell.
but the last efect is so good.
sneak upto the enemy camp, and attack them in the chaos that results from their camp being packed while they are still in it
1.) Does the elixir disappear if a new one is summoned, as with other conj. spells?
2.) How do you feel about wizards gaining a healing spell?
The Elixir is a Transmutation spell, so no it does not disappear if a new one is created. BUT "...The elixir retains its potency for the duration or until it’s consumed, at which point the vial vanishes." NB the duration is 24 hours.
Wizards and Warlocks are gaining an alchemical potion, its really an unstable healing potion which uses a spell slot and only lasts 24 hours. This spell is pretty handy in regular 5e (short rest is an hour/ long rest is 8 hours in one 24 hour period.) but in games where a short rest is 8 hours and a long rest is a week, then this becomes really useful.
Its not a problem for a Wizard to gain access to healing spells- Magic Initiate can do this already (it costs a feat/an Ability Score Improvement)- Cure Wounds/ Healing Word (Cha/Wis to cast) plus you get 2 cantrips. Alternatively you could take a level in Bard, Cleric, Druid etc
Wizards could perhaps find a spell scroll of Healing Elixir, spend the gold to scribe it into their spellbook. In all ways there is a cost for the spell.
In Old School Rules Wizards never could cast healing spells, yet in fantasy fiction several wizards have healing magic. Starter Spells in UA are playtest material, if the DM doesn't want Wizards or Warlocks to have healing elixir, then they can either use DM Fiat and declare it forbidden or they could put it into the story, Wizards with forbidden healing magic were hunted or an epic quest to discover the secret of the Healing Elixir.
Ceremony is a nice catch-all spell, but I guess my polygamous fantasy people can't benefit from the spell more than once? Neither can those who get divorced? How forward :P
I think Ceremony should say instead, "More than once a year" or "More than once a season" to address most of those issues.
More importantly, it allows you to pass along the Find Familiar spell to anyone. And Hunter's Mark, or Hex. And difficult concentration check spells to the barbarian with the 20 Con and 23 AC.
In Old School Rules Wizards never could cast healing spells, yet in fantasy fiction several wizards have healing magic. Starter Spells in UA are playtest material, if the DM doesn't want Wizards or Warlocks to have healing elixir, then they can either use DM Fiat and declare it forbidden or they could put it into the story, Wizards with forbidden healing magic were hunted or an epic quest to discover the secret of the Healing Elixir.
In really, really old school rules, Heal was a magic-user spell. I don't have any problem with the thematics. From a role standpoint, clerics should still be generally better healers. I think maybe there ought to be greater restrictions on how how many of these elixirs are floating around.
1.) Does the elixir disappear if a new one is summoned, as with other conj. spells?
2.) How do you feel about wizards gaining a healing spell?
The Elixir is a Transmutation spell, so no it does not disappear if a new one is created. BUT "...The elixir retains its potency for the duration or until it’s consumed, at which point the vial vanishes." NB the duration is 24 hours.
Wizards and Warlocks are gaining an alchemical potion, its really an unstable healing potion which uses a spell slot and only lasts 24 hours. This spell is pretty handy in regular 5e (short rest is an hour/ long rest is 8 hours in one 24 hour period.) but in games where a short rest is 8 hours and a long rest is a week, then this becomes really useful.
Its not a problem for a Wizard to gain access to healing spells- Magic Initiate can do this already (it costs a feat/an Ability Score Improvement)- Cure Wounds/ Healing Word (Cha/Wis to cast) plus you get 2 cantrips. Alternatively you could take a level in Bard, Cleric, Druid etc
Wizards could perhaps find a spell scroll of Healing Elixir, spend the gold to scribe it into their spellbook. In all ways there is a cost for the spell.
In Old School Rules Wizards never could cast healing spells, yet in fantasy fiction several wizards have healing magic. Starter Spells in UA are playtest material, if the DM doesn't want Wizards or Warlocks to have healing elixir, then they can either use DM Fiat and declare it forbidden or they could put it into the story, Wizards with forbidden healing magic were hunted or an epic quest to discover the secret of the Healing Elixir.
At first I was kind of reticent to accept yet one more healing option into the game, but after some thought, I think that It will totally be ok, especially for low level parties that may not have a standard healer. This will give even small groups of players, like my standard group of 3-4 more options. Also, you're totally right, there are numerous instances in various fiction of healing being an arcane art. Giving healing to wizards and warlocks also opens up lots of other possible story ideas that I think would be fun to explore.
Jeremy Crawford tweeted a correction for Zephyr Strike, saying only applies once on the turn it is cast. That basically makes it useless, because gaining advantage for a single turn doesn't outshine 1d6 damage once per turn every turn. ZS isn't worth the slot. It's a first level version of true strike.
The main point of the spell is free movement with no opportunity attacks. Also it is a bonus action so you can make your advantage attack on the same turn, unlike True Strike.
If you know an enemy's vulnerability, chaos bolt gives you almost a 1/4 chance of hitting it. And if a creature has a known resistance or immunity, you can reliably avoid it. It has to roll to-hit, but it can crit. Abilities that let you reroll dice can help you make the spell hit a second or even third target.
Chromatic Orb lets you pick the damage type and does more damage. Rerolling spell damage dice is pretty rare. 1 in 8 is a pretty low chance to jump targets. And Orb is already a strictly worse spell than Magic Missile in most cases.
Really, if you want a wild magic style spell, just cast Chromatic Orb and roll a die to determine damage type. I just don't get why this spell exists in its current form.
Jeremy Crawford tweeted a correction for Zephyr Strike, saying only applies once on the turn it is cast. That basically makes it useless, because gaining advantage for a single turn doesn't outshine 1d6 damage once per turn every turn. ZS isn't worth the slot. It's a first level version of true strike.
The main point of the spell is free movement with no opportunity attacks. Also it is a bonus action so you can make your advantage attack on the same turn, unlike True Strike.
Movement just helps getting to the target. Opportunity attacks barely matters. If you're so worried about opportunity attacks then maybe don't get into close combat, or attack a creature that is getting attacked by another party member.
I like the spells, they call back to old class features and spells. My two copper's worth on the topic is:
Toll the Dead should be on the Bard spell list. It's a sonic effect, or is at least flavoured as one.
I don't have any problem with Ceremony not consuming the material component for Bless Water. At first level, only the richest characters can afford to throw starting wealth at one spell component, and at early levels you have more important things to spend money on than bottles that will break and cost two gold a pop.
Unearthly Chorus is Friends but targets up to 100 creatures over its duration, doesn't create hostility or even direct awareness, and the effects last an hour. Hey guys, here's Bardic Music on steroids!
So everyone talks about how scary Puppet is for the opponent, but they basically wrapped the entire 4e bard into one spell: Hey, our tank is to far from the enemy, let's move him now and since he's being forced to move it doesn't provoke AoO. Wizard is being beaten down, let's get him out of the way! The spell doesn't require the target to drop what you're holding, simply gives you the option.
Guiding hand is cool, I'd restrict it to a map you've seen though, or have a map of some cost as a material component which maps both you and the labeled destination.
Overall, as someone who loves playing ritual casters, this UA is a goldmine. You have my approval
But the recipient becomes the caster, so you're concentration spell is now using the barbarian's INT/WIS/CHA for spell save DC/spell attack bonus. Avoid spells that require a roll and that would work fine
Really wish my Paladin had access to unearthly chorus. I have built up the idea that he hears a angelic choir when he prepares spells or cast divine sense near a celestial and that spell would fit with his theme. I don't know how I feel about Ceremony, don't think the half orc in my party wants to merry our half giant, not for seeing much use in it.
More I think about it, the more Ceremony is broken with Find Familiar. Everyone would have a familiar. There are people who take an entire feat just to get to cast that one spell one time, and Ceremony does it with a single first level spell slot.
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Jeremy Crawford tweeted a correction for Zephyr Strike, saying only applies once on the turn it is cast. That basically makes it useless, because gaining advantage for a single turn doesn't outshine 1d6 damage once per turn every turn. ZS isn't worth the slot. It's a first level version of true strike.
Mrfluckoff
For my bard, my head says "take Puppet", but my heart says, "take Unearthly Chorus and subject everyone to your theme song during fights."
If you know an enemy's vulnerability, chaos bolt gives you almost a 1/4 chance of hitting it. And if a creature has a known resistance or immunity, you can reliably avoid it. It has to roll to-hit, but it can crit. Abilities that let you reroll dice can help you make the spell hit a second or even third target.
The Druid spell, Wild Cunning, could be better taking off the two last option effects to make the spell a Divination, and the other two options a different transmutation spell.
Hombrewing and roleplaying a lot.
Two questions on Healing Elixir.
1.) Does the elixir disappear if a new one is summoned, as with other conj. spells?
2.) How do you feel about wizards gaining a healing spell?
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sneak upto the enemy camp, and attack them in the chaos that results from their camp being packed while they are still in it
Even a blind squirrel finds a nut once in awhile.
Even a blind squirrel finds a nut once in awhile.
Mrfluckoff
I like the spells, they call back to old class features and spells. My two copper's worth on the topic is:
Toll the Dead should be on the Bard spell list. It's a sonic effect, or is at least flavoured as one.
I don't have any problem with Ceremony not consuming the material component for Bless Water. At first level, only the richest characters can afford to throw starting wealth at one spell component, and at early levels you have more important things to spend money on than bottles that will break and cost two gold a pop.
Unearthly Chorus is Friends but targets up to 100 creatures over its duration, doesn't create hostility or even direct awareness, and the effects last an hour. Hey guys, here's Bardic Music on steroids!
So everyone talks about how scary Puppet is for the opponent, but they basically wrapped the entire 4e bard into one spell: Hey, our tank is to far from the enemy, let's move him now and since he's being forced to move it doesn't provoke AoO. Wizard is being beaten down, let's get him out of the way! The spell doesn't require the target to drop what you're holding, simply gives you the option.
Guiding hand is cool, I'd restrict it to a map you've seen though, or have a map of some cost as a material component which maps both you and the labeled destination.
Overall, as someone who loves playing ritual casters, this UA is a goldmine. You have my approval
But the recipient becomes the caster, so you're concentration spell is now using the barbarian's INT/WIS/CHA for spell save DC/spell attack bonus. Avoid spells that require a roll and that would work fine
Yes, but maybe that effects could be his own spell, to me at least.
Hombrewing and roleplaying a lot.
Really wish my Paladin had access to unearthly chorus. I have built up the idea that he hears a angelic choir when he prepares spells or cast divine sense near a celestial and that spell would fit with his theme. I don't know how I feel about Ceremony, don't think the half orc in my party wants to merry our half giant, not for seeing much use in it.
More I think about it, the more Ceremony is broken with Find Familiar. Everyone would have a familiar. There are people who take an entire feat just to get to cast that one spell one time, and Ceremony does it with a single first level spell slot.