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## Studious Spell Learning An optional mechanic for Wizards in which they can only learn spells from spellbooks and spell scrolls that they discover. Sources of new spells can come from arcane libraries, another wizard's spellbook, or even looted treasure. This mechanic is not recommended for low-magic campaign settings. ***Doubled Spells at 1st level.*** At 1st level, your spellbook contains twelve wizard spells of your choice that are of 1st, 2nd, or 3rd level, rather than only six 1st-level wizard spells. Of these twelve spells, six must be 1st-level. Spells of 2nd or 3rd level still require an appropriate level spell slot to be cast. ***No New Spells on Level Up.*** You do not add two new wizard spells to your spellbook as a part of leveling up as a wizard, unless you gain them as a part of your subclass. ***Cheaper Copying.*** The gold and time you must spend to copy a spell into your spellbook is halved. This can stack with other discounts. ***Copying Higher Level Spells.*** You can copy a spell into your spellbook even if it is not of a spell level you can prepare. These spells still require an appropriate level spell slot to be cast.
> ##### Arcane Libraries > Arcane libraries can exist in several forms across the realms, either standalone or as a part of a wizarding college. In the Forgotten Realms, some examples of this include churches of Oghma, Azuth, or Mystra, the college of the Watchful Order of Magists and Protectors in Waterdeep, or the great library of Candlekeep. > > These arcane libraries should hold tomes detailing all spells on the wizard spell list, and can allow a wizard to learn spells thereof.
\columnbreak ## Developing New Spells With this mechanic, a Wizard can attempt to draft, refine, and perfect an new spell. The developed spell can either be a spell from the official wizard spell list or an original wizard spell. Work with the DM to determine what spell level is appropriate for an original spell, using official spells as guidelines. Certain functions are not possible to achieve by arcane magic, such as restoration and resurrection effects. ***Minimum Intelligence.*** The wizard must be proficient in the Arcana skill and meet a minimum Intelligence score, as shown in the Developing Spells table. ***Daily Study.*** The wizard must dedicate time to developing the spell, as shown in the Developing Spells table. Each day, they must spend 8 hours drafting, refining, and perfecting the spell, as well as expend a wizard spell slot of the spell's level. ***Special Paper and Inks.*** Developing the spell consumes special paper and inks, worth gold, as shown in the Developing Spells table. ***Material Component.*** If casting the spell requires a costly material component, developing it also requires that material component. If that component is consumed when the spell is cast, it is also consumed when the spell is developed. Once these requirements are met, the new spell is created and added to the wizard's spellbook. ##### Developing Spells | Spell Level | INT Score | Time | Gold | |:-----------:|-----------|----------|------------| | 1 | 14 | 5 days | 500 gp | | 2 | 15 | 10 days | 1,000 gp | | 3 | 16 | 15 days | 2,000 gp | | 4 | 17 | 20 days | 3,000 gp | | 5 | 18 | 25 days | 5,000 gp | | 6 | 19 | 50 days | 10,000 gp | | 7 | 20 | 100 days | 25,000 gp | | 8 | 21 | 150 days | 50,000 gp | | 9 | 22 | 250 days | 100,000 gp | ***Optional Rule: Learn from the Arcane.*** When a wizard reaches 9th level, they learn the _learn from the arcane_ spell.
> ##### Arcane Tradition: School of Magic > Wizards who specialize in one school of magic gain an advantage when developing spells of that school. The time and gold required in the creation of new spells of that school is reduced by 40%. > >
> > ##### Arcane Tradition: Order of Scribes > Wizards who specialize in arcane scribing gain a unique advantage when developing spells. The time and gold required in the creation of any new spells is reduced by 20%.
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#### Learn from the Arcane _5th-level divination_ \ \ **Classes:** Wizard \ **Casting Time:** 8 hours \ **Range:** Self \ **Components:** V, S, M (spellbook, *special*) \ **Duration:** Instantaneous \ \ Choose one spell on the wizard spell list to develop and add to your spellbook. You must provide several things when this spell begins, else it fails: - A wizard spell slot of the spell level of the chosen spell, which is expended. - Twice as much gold worth of special inks and paper used for spellcrafting (for the chosen spell's spell level as shown in the Developing Spells table). Class discounts can apply to this requirement. - The material component used in the casting of the chosen spell, if any. If the component is consumed when the spell is cast, it is also consumed when the spell is developed.
When this spell is complete, the chosen spell is added to your spellbook. \columnbreak > ##### Art Credit > **Spell Books** by [Alexander Nanitchkov](https://www.deviantart.com/tsabo6/art/Spell-Books-192928777) >
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> > ##### Copyright Claim > This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.