Warcraft RPG 5th Edition...

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Arrius Nideal
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Re: Warcraft RPG 5th Edition...

Post by Arrius Nideal » Tue Jan 01, 2019 5:24 am

The races have been altered and stabilized in version 3.1. That makes the total updates on nearly every level.

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Re: Warcraft RPG 5th Edition...

Post by kachimbo » Thu Jan 03, 2019 4:49 am

Hi, man! Waiting the new patch, till there, brought some questions about the fire and frost mage.

1 - Fire Mage - Scorch says: "If the spell sets the target on fire, the saving throw to resist being caught on flame is made at a disadvantage".
Can u help us with the spells that can make the target caught fire? We don't find it in the books (PHB, Xanathar and WoW Core Document).


2 - Fire Mage - Pyromaniac - The mage gain this ability at level 10, but him can cast Pyroblast only at level 13 (7th level spell slot). One of my players is playing with a 10th level fire mage, he asked you to clarify this ability.


3 - Frost mage - The last one is about the chilling condition and how the abilities from frost mage interacts with it.
a) "Chilling Effects. Starting at 2nd level, you may use a bonus action to inflict the chilled condition to any target of your cold spells for one round. The condition stacks as normal."
This ability affects all targets or only one?


b) "Chilled. Usually inflicted by cold spells, the chilled condition reduces the target’s primary movement speed by 10 feet. This condition can stack if applied from different spells or abilities. If the target’s speed is reduced to 0, they are restrained until their speed is no longer 0, as ice coats their body."
How do one round of the chilled condition pass, before or after the caster next turn?

- how do this effect work: "This condition can stack if applied from different spells or abilities". Only in one round or in the entire combat?
Example: My player uses frostbolt and Chilling Effects in the first round. Next round, he use frostbolt and Chilling Effects again. This stacks?

- “they are restrained until their speed is no longer 0”
There’s another way to remove the restrained? For example, If the target is hit?


C) “Ice Statues. At 6th level, whenever you a target of your spells is restrained (via the chilled condition), they are also incapacitated for the duration of the restraining. Also, upon reaching 12th level, whenever you deal damage to a creature that exceeds one-half their maximum hit points, they are both restrained and incapacitated for one hour (or until they thaw out, whichever comes first). This ends prematurely if the target is hit.”
Both of the effects end prematurely if the target is hit, or only the 12th level effect ?

Thanks, in advance!

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Re: Warcraft RPG 5th Edition...

Post by Arrius Nideal » Thu Jan 03, 2019 6:37 pm

Those are a couple of good questions.

@Fire Mage: The project was intended to have spells that set people on fire, but it didn't work out after the first iteration.
There is more detail on the next patch (where several classes receive fixes and clarifications), but here is a preliminary segment from the revised fire specialization that can help.
Fire
You ignite enemies with bolts of flame and exploding fire, heating up until you deliver the final strike. Fire mages are well-appreciated engines of destruction in war.

Controlled Destruction. Beginning at 2nd level, you can create pockets of relative safety within the effects of your fire evocation spells. When you cast a fire evocation spell that affects other creatures that you can see, you can choose a number of them equal to 1 + your intelligence modifier. The chosen creatures automatically succeed on their saving throws against the spell, and they take no damage if they would normally take half damage on a successful save.
Also, for a number of times equal to your proficiency bonus, your fire evocation spells can be used to set a target on fire. A target on fire must roll a Stamina saving throw. On a failed save, the target takes 1d6 points of fire damage (or a number of dice equal to one-quarter the number dealt, whichever is higher). On a successful saving throw, the target is no longer on fire. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), the target is no longer on fire. After you complete a short rest, you regain uses of this ability

Student of Flame. Also beginning at 2nd level, you may scribe evocation spells with other energy types as fire spells in your spellbook. The spells act the same way, unless the DM rules it is unreasonable (such as a slippery effect on a fire sleet spell). You also gain resistance to fire damage.

Scorch. Starting at 6th level, you may cast Fire Bolt as a bonus action. Also, you may critically hit with any ranged fire spell attack on a 19 and a 20, dealing double damage. If the spell sets the target on fire, the saving throw to resist being caught on flame is made at a disadvantage.
Also, whenever you set a target on fire with your fire spells, they are considered to be poisoned (disadvantage to attack rolls and ability checks) so long as they are aflame.

Black Fire. Starting at 10th level, you may spend a bonus action when targeting a creature that is immune or resistant to fire damage, reducing its resistance to damage. If it is immune, it becomes resistant instead. If resistant, it takes damage normally. If it takes normal damage, it is instead vulnerable. This remains for one hour, and one creature cannot be subjected to this effect more than once for 24 hours.

Pyromaniac. At 14th level, you add the Pyroblast spell to your spellbook if it isn’t already within it. Whenever you critically hit with a ranged fire spell, you may spend a bonus action to gain one round of concentration on the Pyroblast spell. The pyromaniac bonus remains for one minute or until you cast Pyroblast, and stacks with itself. It cannot exceed the maximum damage you can deal with Pyroblast, however. For this purpose, you count as if you critically hit if one of the targets of your fire spells fails by a natural 1 on a saving throw, or on a natural 19-20 on a ranged attack with a fire spell.
Black Fire and Pyromaniac have switched places, while Controlled Destruction gained a new feature that introduces setting people on fire with fire spells, on a number of times equal to your proficiency bonus, replenished on a short rest.

@Frost Mage: The Frost Mage is similarly updated.
Frost
You debilitate and freeze your enemies in their tracks, before shattering them with ice magic or entombing them in it for eternity. Frost mages are usually explorers, as their ability to debilitate, slow, and evade foes gives them survivability that makes them natural to the task.

Chilling Effects. Starting at 2nd level, you may use a bonus action to inflict the chilled condition to any target of your cold spells for one round. The condition stacks as normal from different sources. If multiple creatures are chilled, choose a number equal to your Intelligence modifier.

Student of Frost. Also beginning at 2nd level, you may scribe evocation spells with other energy types as cold spells in your spellbook. The spells act the same way, unless the DM rules it is unreasonable (such as a burning effect on a cold spell). You also gain resistance to Cold damage.

Ice Lance. Starting at 6th level, you may cast the Frost Bolt cantrip as a bonus action, and you prepare it for free.
Also, your Frost Bolt spell can freeze water in a 10-foot sphere (or any liquid that freezes at a similar temperature), allowing you to walk on water if you spend a bonus action every round to suffuse your step with it. The frozen path melts away in one minute (or may not if the weather is at below freezing). The path can also be broken as a bonus action (in 10-foot segments per bonus action spent).

White Ice. Starting at 10th level, you may spend a bonus action when targeting a creature that is immune or resistant to cold damage, reducing its resistance to damage. If it is immune, it becomes resistant instead. If resistant, it takes damage normally. If it takes normal damage, it is instead vulnerable. This remains for one hour, and one creature cannot be subjected to this effect more than once for 24 hours.

Ice Statues. At 14th level, whenever you a target of your spells is restrained by having their speed reduced to 0 by the chilled condition, they are also incapacitated for the duration of the restraining. Against such targets, your Frost Bolt is automatically a critical hit if it successfully hits.
Also, whenever you deal damage to a creature that exceeds one-half their maximum hit points at once, they are both restrained and incapacitated for one hour (or until they thaw out, whichever comes first). Both effects end prematurely if the target is hit.
I hope this modified wording helps.

@Chilled Condition: It is until the start of the caster's turn in the next round
Chilled. Usually inflicted by cold spells, the chilled condition reduces the target’s primary movement speed by 10 feet until the start of the caster’s turn in the next round. This condition can stack if applied from different spells or abilities. If the target’s speed is reduced to 0, they are restrained until their speed is no longer 0, as ice coats their body.
To clarify:
- how do this effect work: "This condition can stack if applied from different spells or abilities". Only in one round or in the entire combat?
Example: My player uses frostbolt and Chilling Effects in the first round. Next round, he use frostbolt and Chilling Effects again. This stacks?
Frost Bolt already reduces speed, so treat Frost Bolt as if it Chills the target for 1 round. Chilling Effects can make cold spells Chill if they didn't already.
For this example, you cast Frostfire Bolt to chill an enemy for 3 rounds (-10 speed), and then hit them with a Frost Bolt the next round (-20 speed). If you're level 6, you can use Freezing Sphere (apply Chilling Effects) to apply the condition (-20 speed), and use a bonus action to cast Frost Bolt (as per Ice Lance) for a third application (-30 speed). The average humanoid will be restrained until the beginning of your turn in the next round.

Alternatively, you can use Chilling Effects to mass Chill enemies (maximum equal to your Intelligence modifier), by using Blizzard, although it will only be for -10 feet (since it would stack if from different spells), although you can use your bonus action (if you're level 6) to slow one target by 20 instead.
So it's a flexible mechanic.
- “they are restrained until their speed is no longer 0”
There’s another way to remove the restrained? For example, If the target is hit?
Other than increasing the target's speed by an ability like Haste or Expeditious Retreat?
In-world, the speed reduction is because of the ice and cold slowing the enemy down (either solidifying on the target or slowing down their locomotive functions), so the GM can rule that opposite effects can reduce or allow a save versus the Chilled condition (same DC), like holding a flaming weapon, being resistant to Cold damage, or wearing winter clothing.
Again, that is up to the DM. We may might a saving throw (probably Strength or Stamina) with a bonus action to resist one instance of the condition, depending on the feedback.

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Re: Warcraft RPG 5th Edition...

Post by Arrius Nideal » Fri Jan 11, 2019 1:33 pm

Hey, there everyone!

Thanks to our fellow community member, Jimbob, we managed to create a polished PDF version of our ruleset (version 3.0).

It's present in the drive folder (along with everything else), but here is a direct link.
Click here!

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Re: Warcraft RPG 5th Edition...

Post by Arrius Nideal » Tue Jan 22, 2019 5:44 pm

Here are a few Kvaldir monster statistics--a sneak preview from the next patch's monster manual.

Kvaldir Crewman
Large undead (Kvaldir), lawful evil
Armor Class 13 (hide armor)
Hit Points 13 (2d8 + 4)
Speed 30 ft.
STR AGI STA INT SPI CHA
14 (+2) 12 (+1) 14 (+2) 7 (-2) 11 (+0) 10 (+0)
Skills Vehicles (Water) +2, Navigator’s Tools +2
Senses darkvision 60 ft., passive Perception 10
Languages Common, Vrykul
Challenge 1/2 (100 XP)
Mistsight. The Kvaldir ignore concealment from fog and mist.
Undead Nature. Kvaldir do not need to eat, drink, sleep, or breathe.
ACTIONS
Battleaxe Melee Weapon Attack +4 to hit, reach 5 ft., one creature.
Hit: 11 (2d8 + 2) slashing damage, or 14 (2d10 + 2) slashing damage if used with both hands.
Javelin. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft., or range 30/120 ft., one target.
Hit: 9 (2d6 + 2) piercing damage.

Kvaldir Raider
Large undead (Kvaldir), lawful evil
Hit Points 37 (5d10+15)
Armor Class 14 (armor scraps)
Speed 30 ft.
STR AGI STA INT SPI CHA
16 (+3) 14 (+2) 13 (+3) 10 (0) 11 (+0) 10 (0)
Saving throws +3 Stamina
Skills Perception +2, Navigator’s Tools +2
Senses passive Perception 12
Languages Common, Vrykul
Challenge 1 (200 XP)
Traits
Mistsight. The Kvaldir ignore concealment from fog and mist.
Undead Nature. Kvaldir do not need to eat, drink, sleep, or breathe.
ACTIONS
Battleaxe Melee Weapon Attack +5 to hit, reach 5 ft., one creature.
Hit: 12 (2d8 + 3) slashing damage, or 14 (2d10 + 3) slashing damage if used with both hands.
Javelin. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft., or range 30/120 ft., one target.
Hit: 10 (2d6 + 3) piercing damage.

Kvaldir Mistweaver
Large undead (Kvaldir), lawful evil
Armor Class 13 (armor scraps)
Hit Points 39 (6d10 + 6)
Mana points 22 (16 + 3 + 3)
Speed 30 ft.
STR AGI STA INT SPI CHA
14 (+2) 12 (+1) 12 (+1) 16 (+3) 10 (+0) 12 (+1)
Saving throws +3 Stamina, +5 Intelligence
Skills Medicine +7, Perception +5, Religion +4
Senses darkvision 60 ft., passive Perception 15
Languages Common, Vrykul
Challenge 3 (700 XP)
Mistsight. The Kvaldir ignore concealment from fog and mist.
Undead Nature. Kvaldir do not need to eat, drink, sleep, or breathe.
Spellcasting. The Kvaldir Mistweaver is a 6th level spellcaster. Its spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). The Mistweaver can prepare the following spells (9) from the mage spell list:
Cantrips (0 mana): chill touch, minor illusion, frost bolt
1st level (4 mana): cause fear, fog cloud
2nd level (5 mana): berserker rage, blink step, phantasmal force, gust of wind
3rd level (6 mana): blizzard, gaseous form, telekinesis
ACTIONS
Battleaxe. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature.
Hit: 11 (2d8 + 2) slashing damage, or 13 (2d10 + 2) slashing damage if used with both hands.
Misty Blast Ranged Spell Attack: +5 to hit, reach 30 ft., one creature.
Hit: 10 (3d6) cold damage. This requires at least 1 mana in reserve for each d6.

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Re: Warcraft RPG 5th Edition...

Post by Tim Baker » Wed Jan 23, 2019 8:44 am

Arrius Nideal wrote:
Fri Jan 11, 2019 1:33 pm
Thanks to our fellow community member, Jimbob, we managed to create a polished PDF version of our ruleset (version 3.0).

It's present in the drive folder (along with everything else), but here is a direct link.
Click here!
This looks good! Thanks for sharing.

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Re: Warcraft RPG 5th Edition...

Post by RabidRooster » Sat Mar 23, 2019 3:24 am

Whats the status on 3.1's combat system overhaul inspired by Matt Mercer? I hope its running smoothly, because seeing that one shot was a treat.

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Re: Warcraft RPG 5th Edition...

Post by Arrius Nideal » Mon Mar 25, 2019 3:45 pm

The combat overhaul is currently under development (independently from the 3.1 document).
Once I'm comfortable with its stability and simplicity, I'll integrate it with the current project, probably in the form of a feat.

There are other projects in tandem with 3.1, such as the Azeroth World Guide and the Wounding and Maneuvering Strikes, but most are still in beta phase.

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Re: Warcraft RPG 5th Edition...

Post by Arrius Nideal » Wed Apr 03, 2019 5:07 pm

Update: Patch 3.1 Released.

Chapter 1: Added guidelines for wealth to apply to tinkers, alchemists, and classes that can craft or want to benefit from guidelines for wealth expectations.
Chapter 2: Added the Nightborne and Void Elf races from Legion, as well as Broken from the Monster Guide. Other races (Lightforged Draenei, Highmountain Tauren, Mag’har Orcs, Zandalari Trolls, and Kul Tiran Humans are not mechanically different from those in the core rules, and hence require no conversion). Fel orcs, of course, can be represented by the appropriate template in the Monster Guide. High elf/blood elf’s Arcane Legacy bonus reduced from +4 to +2, and troll regeneration altered to serve as ‘advantage’ on healing rolls. Forsaken’s Cannibalize simplified and clarified, as well as integrated to mana vampirism (now called mana siphon to be more neutral-sounding and lore-friendly).
Chapter 3: Altered relevant classes and archetypes to accommodate aura changes. All spellcasting classes have their conjuring and binding choices updated with monstrosities or aberrations and oozes (were previously excluded)
Alchemist: Alchemist had revisions to ability names to simplify the sheet, and unified some mechanics. Cantrips were clarified. Several abilities were fixed, including the base Alchemy ability. Clarified the difference between Alchemist’s Supplies (a proficiency anyone can take) and the Alchemy ability (which adds greater abilities when using the tools). Clarified some miscibility issues. Apothecary gains repair flesh (can heal undead and constructs with abilities that heal the living), and did minor clarifications on difference between knowing a spell and memorizing it with alchemist
Death Knight: Altered auras and improved auras, and did rework to the Army of the Dead, Ward of Blood, and Grave March abilities. Clarified Unholy Champion path capstone.
Druid: Alterations to wild shape scaling, form suites, how much hit points remain after transforming, and archetype rebalancing and alterations (restoration and feral abilities). Added clarification regarding the druidic language. Returned wild shape to replenishing on short rest.
Balance: eclipse points updated with variable uses, World at balance is limited on once/long rest
Feral: Added a new option for Blessed Beast that can help pre-battle buffing druid wild shapers.
Restoration: extended growth doubles duration of healing sigil spells, and doesn't quintuple it
Hunter: Hunter’s starting Favored Enemy no longer scales, since it can now be changed afterwards, and a talent can be spent on gaining more favored enemy slots. Changing favored enemy and favored terrain takes more time (7 days) to justify re-taking the talent for horizon walkers. Added ability to turn beast companion attacks to magical under Spirit Bond (benefits more if the item is also attuned). Sharpshooters no longer retain shot spells, but gain their choices of two talents: suffused arrows (special bullets) or flash bomber (faster explosives). Hide in plain sight can re-camouflage. Minor buff to primeval awareness (can sense general health) to bring it up to other talents.
Shadow Hunter: Big Bad Voodoo ability was altered to accommodate the addition of the spell.
Marksman: hawk eye clarified, multi-shot strike clarified as well. Chimera shot also reworked for sharpshooter use.
Survival: trap expert expanded. Mettle turned to grit to avoid confusion with similar abilites, and powered up the ability.
Mage: Clarified and revised Ice and Fire mages to be clearer.
Arcane: Arcane spheres are now consumed more quickly. Transmutation mastery clarified to function with certain transmutation spells, and spell flare scales with arcane blast. rune of power cannot stack with one another, and require a bonus action to attune to.
Fire: Clarified and revised, fixed controlled destruction, added burning condition and updated content. scorch no longer imposes disadvantage on saves versus the burning condition, but disadvantage to ability checks while burning added
Frost: Reworked, and ice statues's incapacitation tied to the chilled condition, so it can be extended.
Monk: Quickened Soothing Mists to be a bonus action if you already attacked that round to make action economy smoother. Removed Spirited Crane stance due to its wonky mechanics and added Life Cocoon instead (temporary hit points and boosted healing so long as the temporary hit points remain)
Paladin: Corrected issue giving paladins 4 skill proficiencies at level 1. Protection Paladin’s Rook’s Move clarified the effect depending on whether it was used before or after the attack and general tweaking. Ardent defender has special effect when having 0 uses. Switched Emancipate and Divine Storm’s level with Retribution paladin. Holy paladin’s Holy Vision aligned to Light’s Insight, and Holy Auras altered to parallel unholy death knight’s Grave March ability. Divine Storm reworked slightly.
Priest: Holy priesthood clarified. Light’s Insight has exploding dice instead of 10% double healing. Moon priesthood’s spells were changed; losing speak with animals and gaining trueshot aura and shot array (all except black arrow). They also gain find familiar and have a stronger bond with it under moonlight to represent priestesses of the moon in Warcraft and Tyrande’s latest exploits in WoW. Witch Doctor’s level 17 ability (Big Bad Voodoo) was changed.
Holy: gains celestial as a language for free at level 8
Shadow's focused psyche buffed to refresh and re-apply to recover lost sigil, and vampiric embrace buffed. Gains void tongue (shath'yar) for free.
Rogue: Cloak of Shadows and Tricks of the Trade rogue talents clarified and slightly buffed (Cloak of Shadows can rely on Charisma instead of Intelligence). Swift Slash possibly in a good place. 5th level Uncanny Dodge turned into a rogue-only talent that requires +3 proficiency bonus to even out distribution of talents. Assassination also got a scavenge-like ability to help with poison-making (also tied to harvesting creatures to bring mechanics closer together).
Demon hunter: metamorphosis vastly simplified, general overhaul with Legion. Fel might turned into dark mastery. Added provision if the demon hunter can access higher level spells than 6th level (can use once per long rest instead) to avoid multiclassing shenanigans.
Shaman: Altered Enhancement Shamans to better work with two-weapon fighting by tweaking the Channel Elements use. Added 6th level Art features for the Shaman class, tinkering with the remaining abilities appropriately (17th level).
Elemental's acclimation tied to Calling, bonded elemental clarified (bond spell to bind spell)
Witch Doctors have vicious mockery, proficiency with alchemy and alchemist's supplies and a new mojo (strange mojo, can reroll miscibility)
Tinker: Gunner Tinker has Greater Touch-Blast Strike renamed, since the ability is not related to the Touch-Blast Strike effect. Tinker’s abilities across the class and all archetypes have been clarified, and superfunction is simplified and better-worded. Superfunction simplified and unified. Reliability tied to coolness under fire.
Warlock: Clarified soul shards and fixed quick build. Altered Soul Vault to be more consistent, and fixed several issues with archetypes. Warlock studies renamed to demonic studies.
Warrior: Heroic Throw turned into an at-will Strike effect. Stunning Slam changed from strike effect to passive based on critical hits, making it friendly to fury warriors as well as arms warriors. All protection warrior’s abilities are rebalanced or clarified (expanded Block and Tackle). Clarified which talents to take to recreate original barbarian or fighter.
General: Various re-balancing and tweaks to the special and racial specializations. Clarified several issues in classes. Reorganized several class sheets to match description order with display order.
Chapter 4: Added and overhauled nearly a dozen backgrounds, and added variant features, with some being class-specific. Added new language (Shath’Yar), and variant inspiration (ever wanted to spend inspiration to craft a special magic item?)
Chapter 5: More details on potions, moved all potion rules to Chapter 7 for unification. Added Hearthstone and Jihui sets under Tools and mini-game rules.
Weapons: Reorganized chart. Removed heavy from chain, added variant for hook, and connected it with the tethering rules from Chapter 9 (can replicate abomination hit and pull). Unified rules for origin weapons (training in one weapon confers proficiency to another). Made warglaives based off scimitars (for slashing) over shortswords (for piercing).
Treasures: Altered Mana Blade and Warglaives of Azzinoth to scale better with mana. Slight buff as well. Warglaives are essentially a buffed up mana blade. Added chains of the undying mage to allow lich-like monster creation, and to synchronize with any upcoming rules for becoming a lich. Added shamalyne by adding Prismatic Blade merging rules (as well as clarifying some in reforging).
Added 3 epic boons that are Warcraft or mechanically-appropriate.
Chapter 6: Altered the Improved Regeneration troll feat to include the concept of exploding dice. Clarified Ki Guard brew’s bonus is an aura bonus. Arcane was added to mystic blast choices.
Chapter 7: Organizational overhaul for all production tools. Unified and simplified terminology to clarify the difference between proficiency with alchemist’s supplies and the alchemy ability, the limits of engineer’s tools, and greater attunement weapons under infusion.
Clarified rules for creating custom gadgets with Engineering, uses of explosives and ranges (thrown bombs nerfed from 30/90 to 30/60 to parallel with daggers to conform to thrown weapon parameters). Added Avatar Raiment and Destroyer Armor sets.
Chapter 8: Updated vehicles with goblin balloons (zeppelins)
Chapter 10: Clarified how every spellcaster in Warcraft has a form of spellbook (to reflect Classic’s pay-to-learn model and lore reasons why objects like librams and runeblades can be used for spells, as well as how shamans losing totems translates to a big loss of power). Altered the alchemist’s spell list to reflect more object-based spellcasting and things that worked into the class fantasy.
Added the Call mechanic to learn names of new creatures to conjure. May add true name mechanics (true to Warcraft) eventually.
Chapter 11: Several fixes with spells (clarifying shot and strikes), unifying format.
Spell Lists: Clarified which spells are new and which are modified for the benefit of spellcaster players. Added source for all spells. Altered spell lists to compensate aura change (adding aura spells to paladin and dk, druid also gains 2 auras (abandonment as primal roar, retribution as thorns aura), and hunters gain 1 (trueshot), which moon priesthood also gains as a priesthood spell. Added spells from Elemental Evil and Xanthar’s Guide to Everything to spell lists. Added vicious mockery to priest (warcraft priests have a lot of psychic, especially shadow priests
Added: Added a new spell (Flash of Shadow) to reflect Flash of Light. Added serpent ward (fire bolt cantrips). Added Big Bad Voodoo to shamans, added divine shield to shamans as well as spirit shield used by Zak'rajan the Undying, and to provide parallel and mechanical basis for Big Bad Voodoo (mass divine shield). Added Primal Attunement (reflects XGtE’s special area spells such as Temple of the Gods and Druid Grove).
Removed: Removed Mark of the Wild, as its function is better served by Inner Fire. Removed Earthbind (EE’s version is official, and takes precedence), Curse of Elements (Elemental Bane does the job at higher level).
Changed: Chaos Bolt mana cost full, halved with soul shard (to allow rotation). Healing Stream totem and moved it (and original Healing Stream/chain heal) down 1 spell level to level 3 (lowering hit points healed as well). Shadow Strike renamed Shadow Word Pain. Resistance and vulnerability auras (paladin and death knight, respectively) cover cold, fel, fire, or shadow damage instead of acid, cold, electricity, or fire damage to be closer to the class fantasies and to cover more uncommon resistances (instead of intruding on shaman’s theme of elementals). Tranquility, Death and Decay, Elemental Tongue, and Unholy Frenzy changed (rebalancing, spell level changes or a lot of clarifications). Mana Burn scaling changed to be quicker. Removed Channeling tag from Pyroblast and reflected the change on abilities and items. Blizzard, Death and Decay, and Rain of Fire have additional effects on a failed save. Mana and Life Drain spells altered slightly for better progression. Rune and Seal array updated for clarity and rebalanced.
Clarified: Simplified Wind Shear. Clarified and simplified the Conjure spell to be more streamlined. Turned all aura abilities into spells. Clarified Arcane Barrage cannot hit main target twice. Retribution aura’s attack is a ranged spell attack (limited to the aura) instead of a save-based effect. Druid's slumber spell specifies emerald dream shenanigans
Appendix A: Moved Malfunctioned condition to the appendix, and added a Bleeding condition to work with the Death Knight’s Blood Runes.
Appendix B: Clarified Wild Gods’ relationship with Elune and Holy Light’s philosophy.
Appendix D: Updated Classes in Lore with Nightborne/Void Elves and changes to spells.


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