Difference between revisions of "Arcane Innovation"
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=== Research & Experimentation === | === Research & Experimentation === | ||
− | When you have a spell concept in mind, you spend time researching and experimenting to bring it to fruition. This process involves studying existing spells, gathering unique materials, and safely testing your new creations. | + | When you have a spell concept in mind, you spend time researching and experimenting to bring it to fruition. This process involves studying existing spells, reading esoteric tomes of ancient arcane knowledge, gathering unique materials, and safely testing your new creations. |
* '''Research Expenses''': Crafting a new spell requires resources, from rare texts to exotic ingredients. It costs 200 gp per level of the spell you aim to create. | * '''Research Expenses''': Crafting a new spell requires resources, from rare texts to exotic ingredients. It costs 200 gp per level of the spell you aim to create. |
Revision as of 18:26, 1 April 2024
Contents
Arcane Innovation (Wizard Class Feature)
Starting at 10th level, you have honed your understanding of the Weave to such a degree that you can begin crafting your own spells.
Research & Experimentation
When you have a spell concept in mind, you spend time researching and experimenting to bring it to fruition. This process involves studying existing spells, reading esoteric tomes of ancient arcane knowledge, gathering unique materials, and safely testing your new creations.
- Research Expenses: Crafting a new spell requires resources, from rare texts to exotic ingredients. It costs 200 gp per level of the spell you aim to create.
- Experimental Costs: Finalizing your spell's form and effects takes additional resources. Dedicate an extra 100 gp per spell level for materials consumed during your experiments.
- Total Time: Designing a new spell demands focus and dedication. Expect to invest 20 hours of work per spell level.
Creating the Spell
Follow these steps to flesh out your custom spell:
- Define its Purpose and Concept.
- Choose its School of Magic.
- Determine the Spell Level by comparing its power and effects to existing spells.
- Specify the Casting Time, Range, Components, and Duration.
- Write a clear Spell Description.
- Choose a Name.
Spell Validation
After designing the spell, it's not yet ready for regular use. Test it in controlled conditions (with your DM's guidance) to ensure it works as expected.
Adding to Your Spellbook
Once you've successfully created and tested the spell, you can scribe it into your spellbook without any additional cost.
Balance and Adjustments
Arcane innovation is an intricate art. The DM has the final say on your spell's mechanics, ensuring it maintains game balance.