Spell Crafting Rules

by NotForsaken

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Spell Crafting Guide

Some of the greatest wizard’s in the history of Dungeon’s and Dragon’s lore have made their names immortal, not through just their deeds, but through creating their own spells that allow their names to live on in the spellbooks of wizard’s everywhere. Tasha, Mordenkainen, and Bigby are names that will never be forgotten because of the spells they created and passed on. However, as there are no rules for spell creation, this is an achievement that even the most legendary of player characters can and will never accomplish.

However, with this ruleset any wizard character can create, use, and immortalize their very own spells in a way never before seen. Even better, these rules have been carefully designed against current 5e spells. This means, that while your wizard can excel and make incredibly strong spells, as they should be able to, the resulting spells will be balanced based on the logic of the game.

Remember, flavor is free! These rules tell you information about your spells, but it does not tell you what it looks like, what it sounds like, where the inspiration came from when your character wrote it down. Make the spells yours, give them a name, and give it life.

Overview

Creating a spell is very difficult, and unlike any other kind of arcana. Therefore, a character can only create a spell if: they have at least 1 level in Wizard; they have an Intelligence score of 17 or greater; they have proficiency in Intelligence (Arcana) checks. In addition, a character can only create a spell of a level they are able to cast, and have created a number of spells determined by the following table:

Spell Level Number of Spells Previously Created
Cantrip 0
1 1
2 3
3 5
4 7
5 10
6 12
7 14
8 17
9 20

A character may choose to create a spell of any level if they meet the requirements.

To begin, roll on the Spell Crafting Table. The higher you roll on the table, the higher level of control you can have over the spell’s details. The modifier earned in this roll will apply to all subsequent rolls made to craft this spell. The modifier can be either added or subtracted from the number rolled. On a failure, the time and components, as determined by the Spell Costs Table, are used up and no further attempts at spell creation can be made before the inventor takes a long rest. On a success, complete all of the following steps:

  1. Roll on the Spell School Table. Each spell school requires a different set of instructions, continue to the rolled spell school’s section. Note: At this time only Evocation spells are supported
  2. If applicable, roll on the Damage Type A Table, the rolled result will allow of the maximum number of damage types available to be used in the spell. For instance, rolling an 11 will allow for a maximum number of 3 damage types available to be used. The inventor can choose to use all or some of these damage types.
  3. Roll on the Damage Type B Table. This will determine the kinds of damage used in the spell. In the event that the inventor rolls the same damage type twice, they may not roll again, and this results in one less damage type available to be used. In the case of a damaging spell, the damage types selected may either be used as optional damage types, or the inventor may divide the total damage into smaller pieces which all would cause a different damage type. For instance, rolling a 3, 6, and 11 would result in a spell that can cast bludgeoning, cold, and/or force. The inventor can then decide to: (1) ignore one or more of the damage types rolled, with a minimum of 1 damage type selected, (2) allow the spell caster to select on of the three damage types, or (3) allow the spell to cause all of the damage types. For instance, a 3rd level single-target spell would cause 1d10 cold, 1d10 bludgeoning, and 1d10 force damage.
  4. Roll on the Casting Time Table. Work with your DM to incorporate the flavour of the spell into the Casting time. For instance, a Spell that requires 10 minutes to set up is more appropriate as a defensive tool than a spell with a casting time of 1 action. Similarly, a spell with a casting time of 1 reaction will require an appropriate trigger, such as when you are hit with a melee attack roll or are forced to make a saving throw.
  5. Roll on the Range Table.
  6. Roll on the Area Table. A roll of 1-75 means that the spell is a single-target spell, a roll of 76+ means that the spell is an Area of Effect spell. In the event that the spell has the Range of Self and the Area of None, the effect then applies to the caster. Unfortunately, this means that the damage occurs against the caster.
  7. Roll on the Duration Table. For durations beyond Instantaneous the spell will require Saving throws of the appropriate kind, dictated by the rules explained at the end of the document, at the end of each turn.
  1. Roll on the Conditions Table. Any rolled conditions may be applied to the spell depending on whether the Condition Cost is lower than the spell damage.
Condition Cost

All conditions are listed with a relevant Condition Cost, with the cost varying on whether the spell effects only Humanoids, any creatures, or has an Area of Effect. This cost is calculated by how much damage must be removed from a spell is lieu of the relevant condition in order for it to remain balanced. To add a condition to a spell, the relevant spell damage must be subtracted from the damage caused by the spell. If the spell is too low level to cause the damage of the Condition Cost, the condition cannot be added to the spell.

  1. Consult the Spell Damage Table. This will determine the maximum damage the spell may cause. You may subtract the damage according to the rolled Conditions if you are able to and wish.
  2. Give the spell a name, determine appropriate components, and create a unique description for how the spell looks, acts, and sounds.

Congratulations, you ave created your very own spell. Go out and change the face of the world!

Spell Creation Example

A player wishes to create a novel spell for their campaign. They roll a 18 on the Spell Crafting Table and add their +4 Intelligence bonus for a total of 22. This is a Moderate Success, allowing them to add or subtract:

  • 1 from any d12 rolls
  • 2 from any d20 rolls
  • 10 from any d100 rolls

Rolling a 55 on the Spell School Table, creating an Evocation spell.

Rolling a 3 on the Damage Type A Table selects 1 damage type. This is not enough flexibility, so they add a +2 to their total to equal 5, thus selecting 2 damage types.

Rolling an 8 and a 16 on the Damage Type B Table selects Fire and Poison. Disatisfied, the player subtracts 2 from their 16, thus selecting Necrotic.

Rolling a 26 on the Casting Time Table selects a casting time of 1 action.

Rolling a 54 on the Range Table selects a Ranged spell. Rolling an 67 on the Ranged subtable selects a 60 ft. Range.

Rolling a 33 on the Area Table selects no Area. Therefore, the resulting spell is not an Area of Effect.

Rolling a 3 on the Duration Table selects an Instantaneous effect.

Tables

Spell Crafting

DC Effect d100 d20 d12
1-14 Failure - - -
15-18 Success with no modifiers - - -
19-20 Minimal Success +/-1 +/-1 +/-5
21-24 Moderate Success +/-1 +/-2 +/-10
25-29 Great Success +/-2 +/-3 +/-15
30+ Total Success +/-3 +/-5 +/-25

Spell Costs

Spell Level Time Cost
Cantrip 8 hours 15 GP
1 1 day 25 GP
2 3 days 100 GP
3 7 days 150 GP
4 10 days 1000 GP
5 20 days 1500 GP
6 25 days 10,000 GP
7 40 days 12,500 GP
8 50 days 15,000 GP
9 80 days 30,000 GP

Spell School

School Roll
Abjuration 1-12
Conjuration 13-30
Divination 31-38
Enchantment 39-48
Evocation 49-70
Illusion 71-78
Necromancy 79-86
Transmutation 87-100

Damage Type A

How Many Roll
1 1-3
2 4-7
3 8-11
4 12-15
5 16-20

Damage Type B

What Kind Roll
Acid 1-2
Bludgeoning 3-5
Cold 6-7
Fire 8-10
Force 11
Lightning 12-13
Necrotic 14
Piercing 15
Poison 16
Psychic 17
Radiant 18
Slashing 19
Thunder 20

Casting Time

Time Roll
1 day 1
8 hours 2
1 hour 3-5
10 minutes 6-9
1 minutes 10-17
1 action 18-92
1 bonus action 93-99
1 reaction 100

Range

Range Roll
Self 1-23
Touch 24-42
Ranged 43-99
Unlimited 100

Range B

Only applicable for Ranged spells

Range Roll
5 ft. 1-2
10 ft. 3-9
30 ft. 10-35
60 ft. 36-70
120 ft. 71-100

Area

Area Roll
None 1-75
5 ft. 76-83
10 ft. 84-88
15 ft. 89-96
30 ft. 97-98
60 ft. 99-100

Duration

Note: A Duration of 1 Minute or 10 Minute will require Concentration

Duration Roll
Instantaneous 1-30
1 Round 31-38
1 Minute 39-70
10 Minutes 71-80
1 Hour 81-91
8 Hours 92-94
1 day 95-97
10 days 98
Until Dispelled 99-100

Conditions

Condition Roll
Prone 1
Restrained 2
Incapacitated 3
Frightened 4
Deafened 5
Charmed 6
Blinded 7
Paralyzed 8
Exhaustion 9
Stunned 10
Unconscious 11
+ 1 Condition 12

Condition Cost

Condition Humanoid Creature AoE
Prone 2d10 2d10 3d6
Restrained 2d10 2d10 3d6
Incapacitated 2d10 2d10 3d6
Frightened 2d10 2d10 6d6
Deafened 3d10 3d10 3d6
Charmed 2d10 5d10 6d6
Blinded 3d10 3d10 3d6
Paralyzed 3d10 7d10 8d6
Exhaustion 3d10 3d10 7d6
Stunned 8d8 8d8 12d6
Unconscious 10d10 10d10 12d6
Petrified 10d10 10d10 12d6

Spell Damage

Spell Level Single Target AoE
Cantrip 1d10 1d6
1 2d10 2d6
2 3d10 3d6
3 5d10 6d6
4 6d10 7d6
5 7d10 8d6
6 10d10 11d6
7 11d10 12d6
8 12d10 13d6
9 15d10 16d6

Optional Rules

1) Spell Crafting Proficiency

A character who has spent more than a month crafting spells can now apply their proficiency bonus to any roll on the Spell Crafting Table. Alternatively, a character may apply their proficiency bonus once they are able to create 5th level spells.

2) Feat: Spell Crafter

You gain the following benefits.

Proficient Crafter. When you roll on the Spell Crafting Table, you can add your Proficiency Bonus to the roll. Alternatively, if you already have proficiency in Spell crafting, you may double your proficiency bonus whenever rolling on the Spell Crafting Table.

Potent Spell Crafter The damage of any spell crafter by you increases by a number of dies equal to half of its spell level (rounded up). Any spell made this way requires double the time and cost to craft.

 

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