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Each day that you want to count towards finishing your scroll you are required to spend at least 8 hours engaged in scribing your spell. No matter your world’s calendar, mechanically a workweek means 5 days. Additionally you need to have proficiency in the Arcana skill and provide the material components that the spell requires. To scribe a spell scroll you need to have the spell prepared, or it must be among your known spells, which is different from using the scroll, which only requires that you have the spell on your class’ spell list. Scribing a Spell Scroll is a downtime activity described in Xanathar’s Guide To Everything (XGE) which can take anywhere from 1 day to 48 workweeks and costs between 15 and 250,000 gp depending on the level of spell you want to scribe. Scribing scrolls yourself is more reliable, as you can pick the spell you want to scribe. Obtaining scrolls this way is fairly reliable in quantity, but not quality: the choice of spell is obviously going to be randomized, so it’s somewhat difficult to work with.
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If your DM is using the Dungeon Master’s Guide treasure tables, spell scrolls will appear roughly as often as potions of healing. You either get a spell scroll of your DM’s choice in something like a treasure hoard or you yourself create one. You can obtain spell scrolls from looting defeated enemies or in treasure hoards and the like, or you can scribe scrolls yourself. In general we recommend against using spell scrolls of a higher level than you can cast except when it is absolutely necessary anyway, and this variant rule is a negligible factor in that assessment. This table sounds worse than it is, as you would have already wasted the scroll anyway, it happens quite infrequently (you need to fail the check and the save) and most of its effects are not too awful. Once you fail, you have to make a DC 10 Intelligence saving throw, and if you fail you roll on the Scroll Mishaps table. On a failed check, the spell disappears from the scroll with no other effect.Ī variant rule which adds to the consequences of failing this check is Scroll Mishaps. If the spell is of a higher level than you can normally cast, you must make an ability check using your Spellcasting ability modifier to determine whether you cast it successfully. The scroll’s spell level determines its DC or bonus to attack. You can cast its spell without providing any material components by reading it using the scribed spell’s normal casting time. For a Cleric this would mean the spell must be on the Cleric spell list, whereas an Arcane Trickster Rogue requires the spell to be on the Wizard spell list. You might also want to consider playing a druid, they're the best crowd control mage in the game (followed closely by shadow sorcerer).A spell scroll contains a single spell which is only readable and usable if the spell is on whatever spell list that is used by your class. I'd look at conjuration or evocation wizard instead, they've got excellent spell lists for what you want. War Magic wizard from Xanathar's is probably not what you're looking for, it's more about being able to stand in melee while spellslinging. Specializing in battlefield-scale magic is a cool concept for a wizard build, but if all you have are large spells you may find your effectivenses to be quite low in a dungeon, you need some variety in what you can do. Could also have some homebrewed large-AOE low-damage effects that may not be so useful in dungeons, or that combine low damage with crowd control effects. You could have low-level metamagicked spells that had larger AOEs. Cloudkill, fog cloud, wind wall, wall of stone, etc etc. In Eberron, siege staffs were magic items issued to spellslingers and warmages to perform large-scale battlefield effects. I'm also looking for spells as well, some things to turn tides of battles such as artillery, longer ranged counterspells without metamagic, moving shields, and larger scale healing.
School of magic dnd 5e Pc#
I'm a DM looking to have basically large scale battles, not a PC looking for a class, this isn't going to be for my players to use except maybe once. Honestly I'll probably limit the class myself so they have to have special foci to use this magic and it drains them immensely from even 3 spells so it's not tenable to use for my PCs.Įdit: Sorry, forgot more clarification.
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My next game is going to have only maybe one or two battles the PCs are in, but I really want to hammer home almost a WW1/2 feeling minus the mechanized aspects, and explore the actual horrors that come with it. Artillery, shields, counterspells, and anything else you'd expect to see realistically. I was wondering if there was any 1st or 3rd party supplements for actual magic used in warfare that aren't just borderline world ending? I know that there's a Wizard subclass for War Magic, but I truly want a subset of magic for a battlefield.