Izzet Spells in D&D: Wacky Wizardry

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More Ravnica content this week, as I take on designs for some of the more wild magic used by the Izzet League. These spells are all designed to fit the Izzet theme of mad science, in that they have a main effect to them, but also “side effects” that add an extra twist to the spells.

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Cosmotronic Wave (Art by Titus Lunter)
2nd-level evocation
Casting Time: 1 action
Range: self (15-foot-radius sphere)
Components: S, M (a hand mirror)
Duration: Instantaneous
Classes: Sorcerer, Wizard

Each creature other than you in a 15-foot-radius sphere centred on you must make a Constitution saving throw. On a failed save, a creature takes 2d10 radiant damage and is blinded for one round. On a successful save, the creature takes half as much damage and isn’t blinded. For the next 1d4 days, a creature that was blinded by this spell is affected by random discolouration to their vision. As a result, an affected creature must succeed on a DC 10 Wisdom saving throw each to determine something’s actual colours, seeing the colours either tinted or inverted on a failed save, and chooses random effects on spells where the effects is determined by a chosen colour.

This spell is more mechanically based on the card that inspired it, it deals damage to creatures in an area around the caster, and the blindness effect results in creatures having difficulty engaging in combat over the following round, in the same way that the card stops creatures from blocking. The extra longer-term effects add some Izzet weirdness to the spell, making it feel a little more like unrefined, experimental magic than a spell that would simply apply temporary blindness.

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Gravitic Punch (Art by Randy Vargas)
2nd-level evocation
Casting Time: 1 action
Range: Touch
Components: S, M (a 1lb weight)
Duration: Instantaneous
Classes: Sorcerer, Wizard
You swing to punch, and surrounding your fist with a heavy field of accelerated gravity. Make a melee spell attack. On a successful hit, the target suffers 3d12 force damage. This spell deals double damage to structures.

An airborne creature affected by this spell falls 60 feet, suffering falling damage if it hits the ground.

I really wanted to play into the gravity flavour for this design. The artwork inspired me to add the “siege” feature of double damage to structures, and the gravity theme gave me the idea to add the earthbind-like effect (though with falling damage – in this case the spell’s target has become suddenly very aware of its own weight, and the gravity of the situation).

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Maximize Velocity (Art by Svetlin Velinov)
2nd-level transmutation
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: 1 round
Classes: Sorcerer, Wizard
An affected creature moves at an extreme, and extremely dangerous speed. An unwilling creature you touch with this spell can make a wisdom saving throw, on a failed save it is affected by the spell, on a success it is not. A creature affected by this spell increases its movement speed to 100 feet for the duration, and must move the full 100 feet if it makes a movement. For every 5 feet above double its normal movement speed a creature travels while affected by this spell, it suffers 1 point of force damage. If the creature moves into an contact with a creature, structure or object during this movement, it suffers damage as it you had fallen the distance it moved, and whatever it hit into suffers the same amount of bludgeoning damage.

I wanted to make sure that in designing this speed-focused spell, it felt different to expeditious retreat. As such, this spell’s focus isn’t about making extra movements, but a single, high-speed burst that can potentially fling the affected creature to safety, or be used to make an enemy slam itself into a wall.

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Sure Strike (Art by Steve Argyle)
2nd-level evocation
Casting Time: 1 action
Range: Touch
Components: S, M (two pieces of copper wire)
Duration: Instantaneous
Classes: Sorcerer, Wizard
You channel an overload of electrical energy into your arms, then grasp a target with both hands to ground the electricity though them, before it rebounds through you. Make a melee spell attack with advantage. On a successful hit, the target suffers 4d10 lightning damage. If the attack misses, you suffer 4d10 lightning damage. If the target is an object that isn’t being worn or carried, it is ignited by the lightning.

This spell was inspired mostly by both the card’s name, Sure strike, which implies the accuracy of the attack (granting advantage on the attack roll), and by the art depicting the izzet mage hitting a foe (victim? test subject? bystander?) at two points, giving the idea that the attack is completing an electrical circuit through the target. From that, I thought it’d play well into the izzet flavour that the spell needs to be grounded through the target, and if it isn’t it’ll fry the caster in an equally spectacular fashion.

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