Arcane Innovation

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Arcane Innovation (Wizard Class Feature)

Starting at 10th level, you have deepened your understanding of the Weave, allowing you to begin the complex process of crafting your own spells.

Research & Experimentation

When you conceptualize a new spell, you embark on a rigorous regimen of study, research, and experimentation to bring your idea to life. This includes analyzing ancient texts, procuring rare components, and conducting controlled magical experiments.

  • Research Expenses: Developing a new spell requires a significant financial outlay for arcane resources. The costs grow exponentially with the spell level, reflecting the increased rarity and power of higher-level magic.
  • Experimental Costs: Perfecting your spell's mechanics consumes expensive materials.
  • Total Time: The time required to design a spell also scales with its complexity and power.

Creating the Spell

Follow these steps to develop your custom spell:

  1. Define its Purpose and Concept: What do you want the spell to achieve, and how does it fit within the lore of magic?
  2. Choose its School of Magic: Determine the appropriate school based on the spell's effects and mechanics.
  3. Determine the Spell Level: Assess the power and effects of your concept compared to existing spells to establish its level.
  4. Specify Casting Time, Range, Components, and Duration: Outline these crucial details to understand how the spell is cast and operates.
  5. Write a clear Spell Description: Detail the spell's effects and the visual manifestation of its magic.
  6. Choose a Name: What will this new spell be called? This is how it will be known in the world.

Spell Validation

After your spell is crafted, it must be tested under controlled conditions to ensure it functions as planned without unexpected effects.

Adding to Your Spellbook

Upon successful creation and validation of your spell, you can inscribe it into your spellbook without additional costs.

Balance and Adjustments

The creation of new spells is a complex and nuanced art. The DM has the final authority over the mechanics of your spell to ensure that it remains balanced within the game.

Costs Per Level

Level Research Expenses (gp) Experimental Costs (gp) Total Time (days)
0 100 50 5
1 400 200 10
2 900 450 20
3 1600 800 40
4 2500 1250 80
5 3600 1800 160
6 4900 2450 320
7 6400 3200 480
8 8100 4050 720
9 10000 5000 1000