Arcane Innovation
Contents
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:
- Define its Purpose and Concept: What do you want the spell to achieve, and how does it fit within the lore of magic?
- Choose its School of Magic: Determine the appropriate school based on the spell's effects and mechanics.
- Determine the Spell Level: Assess the power and effects of your concept compared to existing spells to establish its level.
- Specify Casting Time, Range, Components, and Duration: Outline these crucial details to understand how the spell is cast and operates.
- Write a clear Spell Description: Detail the spell's effects and the visual manifestation of its magic.
- 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 |