Spell Crafting Image
Prerequisite: Requires Full Caster Class (Bard, Cleric, Druid, Sorcerer, Wizard), Proficiency in Arcana
 

Upon Taking this feat you gain expertise in arcana and can now craft spells.

 

When a caster first decides to create a spell, five things are needed. The first is a spell form, which is s spell that you already know that has similar effects to the spell you are trying to create. The second is a magical source, which helps imprint the new spell into the weave. The third is time, which is spent developing the spell and making sure that no errors appear. The fourth is attention, without which the weave starts to warp the spells effects, and therefore must constantly be repaired. Finally is money, which pays for the inks and other supplies which goes into the development of a spell.

 

The spell form determines the base difficulty for crafting a spell. For example, If a caster wanted to make a fireball with much lower area of effect, knowing fireball would make the spell much easier to craft, while knowing firebolt would at least give you a foundation. Knowing no evocation spells would make it near impossible to craft.

 

The base dc of crafting a spell is the crafted spells level times 3. Reduce the dc by half if the crafted spell does the exact same effect as the spell form but with different numbers. Double the dc if the spell you are trying to create is being based on a spell form in the same school, but has no shared effects. Quadruple the base dc if the spell form is from a different school of magic.

 

The second thing required to craft is the magical source. It can be a material, condition, or event that allows the spell crafter to add enough magical weight to the spell that the weave recognizes it. For a first level spell, an item of significant monetary value would probably suffice. For a ninth level spell the body of a god, saving the world, or a mass extinction would provide enough magical power. What is required can be decided by the dm, but events and actions that the spell crafter takes part in can also suffice. For example, if a character witnesses a massive battle against a tarrasque or dragon, the user can use that later as a base for some sort of evocation spell, or maybe a abjuration spell.

 

Time is determined by the spells level, as well as the crafters. When crafting a spell, you are spending lots of time making progress towards development. Said progress can come in leaps and bounds, or reveal that you have made a mistake at the beginning and have to give up over half of your progress. The spell progress required to create a spell is equal to a complex equation. The amount of progress required is equal to the spells level times ten, minus your levels in full caster classes, multiple the result by ten to get the actual amount of progress required.

 

For example, a level 3 wizard attempting to craft a level 1 spell is (10-3)*10, which would take 70 progress to complete. The amount of progress required cannot ever be lower than 20.

 

Progress is made at the end of a long rest, where the crafter spends there sleep working on the spell in a dream state. Roll an arcana check and subtract the spell crafting dc that was determined by the spell form in order to determine how much progress has been made. A negative number will subtract from the progress made. A natural 20 will reduce the spells spell craft dc by 1 permanently, while a natural 1 will decrease the progress of the spell by the spells crafting dc, but have no other affects.

 

When the progress made is greater than or equal to the progress required, you can either replace the spell form with the new spell in your spell list, or have made a spell book with the spell on it. If you make the spell book, copying the spell from it costs half as much, and takes half as much time, before applying other bonuses or modifiers.

 

Attention will wane if you go to long without working on the spell. For each long rest you take without making progress, temporarily increase the dc of crafting the spell by one. This increase can stack indefinitely, and if you spend to long without working on the spell, it is often better to start crafting it from scratch. To reduce the temporary increase, you just need to make a positive amount of progress with the spell. If the bonus ever gets so large as to make it impossible to roll a positive amount of progress, the work so far made is wasted and the spell crafter must start over.

 

Finally, money must be spent to craft a spell. When you start crafting the spell, it takes an amount of gold equal to the progress required.

 

The spell crafter can decide to stop crafting a spell at any time. If for any reason the crafter ends the work on the spell, either through their own decisions or due to having the detrimental effects of massive focus loss, the magical source is still used, as is the money spent. You can try to create the exact same spell again from scratch with no penalties.

 

All spells that are trying to be crafted must be presented to your dm for balancing purposes, and the dm decides what magical sources can work, as well as the base dc of the spell crafting due to the spell form.

Spell Crafting Image

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