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# ARCANE SPELLCRAFT ## Component Spellcasting Each spell has up to three components, which can be combined in ways limited only by your imagination (and rules). A verbal component provides the effect of the spell as well as its duration and any additional proficiency bonuses, a somatic component provides the target or means of affecting the environment, and a material component provides additional flexibility in spellcasting. ### Words of Power - Verbal Words of Power are magical effects, often recovered from Ancient Draconic, the founding language of magic. Though other exotic languages possess magical power, those languages are not detailed here. These words each create a magical effect, and possess a Heightening trait that can be added to a spell, as described below:
#### Pyromancy *0th-level evocation (element)* **Casting Time:** 1 action **Saving Throw:** Dexterity **Somatic Requirements:** None **Material Components:** None **Duration:** Instantaneous
You manipulate a nonmagical flame within in range, or summon forth fire in your open palm. As part of casting this spell, or as an action thereafter, you can manipulate it in one of the following ways: • You extinguish or expand the flames throughout the area, igniting all flammable, unworn objects in range. • Light in the area cast by the flame is doubled or halved, its color changed, or both. Simple shapes can appear within the flames and animate as you like. • The flame lashes out at a creature within range. It deals 2d6 fire damage on a failed saving throw, or half as much on a success. Creatures that fail their saving throw ignite, taking 1d4 fire damage at the beginning of their turn for 1 minute or until they or an adjacent creature uses an action to put them out. **Proficiency:** This spell's base damage increases as your proficiency bonus does; by 1d6 when you reach 5th level (3d6), 9th level (4d6), 13th level (5d6), and 17th level (6d6). **Heightening (+1):** This spell deals an additional 1d6 fire damage for every slot level above 0th.
### Rithmatism - Somatic Rithmatism represents the study of arcane glyphs, runes, and sigils that channel and focus Words of Power into useful effects. Mechanically they represent the way these words instantiate as effects, and many also possess Heightening traits that can be used to modify spells.
#### Ray *0th level rithmatism* **Range:** 30 feet/proficiency modifier Make a ranged spell attack against a creature within range if this spell deals damage. If the spell does not, it instead requires a saving throw as normal. Add your Spellcasting Modifier to any damage inflicted by this spell. **Heightening (+1):** When you cast a ranged spell that targets only one creature, you can increase the spell's slot level to target an additional number of creatures within 10 feet of the first target equal to the slot level heightened above 0th. The spell must be incapable of targeting more than one creature at the spell’s current level, and you must make an additional ranged spell attack for each additional target beyond the first if the spell deals damage.
### Alchemy - Material Basic alchemical components represent magical attunement for specific spells, and some Words of Power detail what basic material components they may require. An expert magician can use further alchemical casting to alter the formulae of spells as they cast them. This process is often expensive and requires collection of rare components to utilize, except for Sorcerers, who use the innate power of their bloodline to twist spells to their will.
#### Arcane Mercurial An orb within which quicksilver used in a powerful alchemical reaction is kept, used as a base for the transaction of alchemical transfusion. When used to focus a spell as the Material Component for its casting, the caster can increase the spell's slot level by 1 and apply the Reiterated Spell metamagic.
\pagebreak Putting these components together into a spell cast by Mordenkainen the level 5 Wizard with an intelligence of 16 (+3), and using * The 0th level verbal component Pyromancy * The Heightening trait of the somatic component Ray * The 0th level somatic component Ray * The 1st level material component Arcane Mercurial he can create:
#### Reiterated Pyromantic Ray *1st-level evocation* ___ - **Casting Time:** 1 action - **Range:** 120 feet - **Components:** V, S, M - **Duration:** Instantaneous Make a ranged spell attack roll against a creature within range. On a hit, the target takes 3d6 + 3 fire damage and ignites, taking 1d4 fire damage at the start of each of its turns for 1 minute, or until it or an adjacent creatures uses an action to put out the flames. You gain a bonus spell slot of 2 slot levels lower than the slot level used to cast this spell (minimum 0th). It lasts until the end of your next turn, and can only be used to cast **Reiterated Pyromantic Ray** again. If you do not use this spell slot after your next turn, you lose it. **Heightening (+1).** You can target an additional creature within 10 feet of the original target for each slot level above 1st. Make an another ranged spell attack against each target.
## More Sample Components ### Words of Power (Verbal) ___ #### Empowerment Glyph *6th-level transmutation* **Casting Time:** 1 action **Duration:** Concentration, up to 1 minute **Saving Throw:** Dexterity **Somatic Requirements:** None **Material Components:** None ___ A flash of light flashes in your palm upon an object you touch, then condenses to linger as a glowing rune for the duration. When the spell ends, either because your concentration is broken or because you decide to end it, the rune blossoms out with a flash of light, immediately casting all other spell effects included with the casting of this spell. If you combine this spell with another that deals damage, any additional damage increases by 1 damage die if at the end of your turn the bead has not yet detonated, up to a maximum of 10 additional damage dice. If the glowing rune is touched before the interval has expired, the creature touching it must make a saving throw. On a failed save, the spell ends immediately, causing the rune to activate. On a successful save, the creature can throw the inscribed object up to 40 feet. When it strikes a creature or a solid object, the spell ends, and the rune activates. ___ **Heightening (+1):** This spell's duration increases for every slot level above 6th; up to 10 minutes at 7th level, up to 1 hour at 8th level, and up to 8 hours at 9th level. #### Conjure Windstorm *2nd-level conjuration* **Casting Time:** 1 action **Saving Throw:** none **Somatic Requirements:** Blast (emanation) **Material Components:** none **Duration:** Concentration, up to 1 minute ___ This spell causes heavy wind to swirl in the area. In addition, the ground in the area becomes difficult terrain, and creatures within it have disadvantage on all Strength (athletics) and Dexterity (acrobatics) checks. ___ **Heightening (+2):** This spell's duration increases for every two slot levels heightened above 3rd; up to 10 minutes at 5th level, up to 1 hour at 7th level, and up to 8 hours at 9th level. #### Enfeeblement *2nd level necromancy* **Casting Time:** 1 action **Saving Throw:** Constitution **Somatic Requirements:** None **Material Components:** None **Duration:** Concentration, up to 1 minute ___ Creatures affected by this spell are Enfeebled on a failed saving throw, dealing half damage with all Strength based attacks and rolling Strength checks and saving throws with disadvantage. ___ **Heightening (+2):** This spell's duration increases for every two slot levels heightened above 1st; up to 10 minutes at 3rd level, up to 1 hour at 5th level, up to 8 hours at 7th level, and 24 hours at 9th level. When cast with a 9th level spell slot, this spell no longer requires concentration to maintain. \pagebreak ### Rithmatism (Somatic) ___ #### Blast *Rithmatism* **Range:** 30 feet/spellcasting modifier ___ A spell with this somatic component affects everything it catches in a 5-foot cube. Some spells that use the Blast somatic component are instead **Emanations**, taking up the same area as the Blast. These spells typically have a longer duration, and are noted by the word “emanation” in parentheses after the blast somatic restriction. They affect creatures within the area again at the end of each of their turns. ___ **Heightening (+1):** The area this spell affects increases for every slot level above 0th; a 15-foot cube at 1st level, a 30-foot cube at 2nd level, a 45-foot cube at 3rd level, and a 90-foot cube at 4th level. #### Self *Rithmatism* **Range:** Self ___ A spell with this somatic component only affects the caster. Spells that are restricted by this component can be combined with other spells, but the caster is the only target, regardless of other somatic possibilities. #### Wave *Rithmatism* **Range:** Self (5-foot cone) ___ A spell with this somatic component affects everything within a 5 foot cone emanating from the caster. ___ **Heightening (+1):** The cone's area increases for every level above 0th; to 15 feet at 1st level, 25 feet at 2nd level, 35 feet at 3rd level, and 45 feet at 4th level. ### Alchemy (Material) ___ ##### Standard Components Some verbal components require additional material components to cast. These must be provided by the caster to cast the spell, but can be replaced by an arcane focus detailed below. Spells with expensive components cannot be altered with these items, and thus only a sorcerer can apply metamagic to them. #### Arcane Ember An orb within which an ember burns without smoke, taken from a great wildfire or volcanic flame. When used to focus a spell as the Material Component for its casting, the caster can increase the spell's slot level by 1 and apply the Empowered Spell metamagic. #### Arcane Cometstone An orb within which a silver astrolabe has been constructed around the magically preserved ice of a fallen comet. When used to focus a spell as the Material Component for its casting, the caster can increase the spell's slot level by 1 and apply the Distant Spell metamagic. #### Arcane Chronosphere An orb within which are kept two stones in magical orbit of one another; 1 taken from the tallest mountain in the world, and the other gathered from the farthest explored caverns of the Deep Dark. Discovered by an archmage long ago to be of disparate times (approx. 8 hours apart). When used to focus a spell as the Material Component for its casting, the caster can increase the spell's slot level by 2 and apply the Quickened Spell metamagic. ## Expanded Metamagics ### Reiterated Spell When you cast a spell heightened at least 2 levels above its base level, you can spend 1 Sorcery Point to conserve the spell's power, creating a bonus spell slot immediately after its casting of 2 levels lower that can only be used to recast this spell. At the end of your next turn if you haven't used the bonus spell slot, you lose it. ## Combining Words of Power The hallmark of the Words of Power system, the ability to combine Words of Power, or verbal components, into combination spells is a major part of the component casting system. Two major sources of inspiration for updating this system of combination have been the UA: Mystic, which attempted to grant a level 11 ability called Psionic Mastery that achieved this goal, and Pathfinder 2e, which has a Wizard Capstone ability doing the same thing, but with a different approach. Work continues on this part, but it will remain a major part of the Spellcraft system. ### Arcane Conjugation Beginning at 5th level, you have learned basic ways of expressing the art of verbal amalgamation in spellcasting, allowing you to combine spell effects into short phrases of complex arcana. As an action, you may expend a spell slot of 3rd level or higher to combine two lower level spells and cast them together. Both spells in the combination must sum to the level of the spell slot expended or lower, and only one spell in the combination can have the Element keyword (listed next to the spell's school). Each component spell must also have the same somatic means of determining whether it has an effect, such as Barrier, Blast, Jet, Ray, Touch, or Wave, with Self being the exception to the rule. The type of saving throw for a combined spell is determined by the highest-level effect used that allows a saving throw, with ties being broken by caster volition. When you cast a combined spell, if any spell in the combination has further parameters (such as range, concentration, only targeting Humanoids, etc.), you must abide by all restrictions. Handle the resolution of a combined spell as if it were a single spell of spell school correspondent to the highest verbal component (you choose if tied), but apply the effects of both component spells as if they were independently cast. \pagebreak ### Expert Conjugation Beginning at 9th level, you have begun to deeply comprehend arcane linguistics. When you expend a spell slot of 5th level or higher for your Arcane Conjugation feature, you may combine up to three verbal spells instead of two. The combination must follow the same parameters as a normal two spell conjugation, but can include up to two spells with the Element keyword. ### Conjugate Mastery Beginning at 17th level, you have completely mastered arcana. When you expend a 9th level spell slot for your Arcane Conjugate feature, you may combine up to four verbal spells instead of two or three. The combination must follow the same parameters as a normal two spell conjugation, but can include up to three spells with the Element keyword. ## Example Conjugations Using the Arcane Conjugation spell feature, we can modify the spell created above, Reiterated Pyromantic Ray, to combine it with the some additional effects to great impact. Now that our example wizard Mordenkainen has completed his homework, he is a level 11 Wizard with proficiency bonus +4, and an intelligence of 18 (+4). He has updated his spellbook with the following spell, using arcane conjugation to combine * The 0th level verbal component Pyromancy * The Heightening trait of Pyromancy * The 2nd level verbal component Conjure Windstorm * The 0th level somatic component Blast, heightened to 1st level * The 1st level material component Arcane Ember to create the spell:
#### Conjure Empowered Pyromantic Windstorm *4th-level conjuration* ___ - **Casting Time:** 1 action - **Range:** 120 feet - **Components:** V, S, M - **Duration:** Concentration, up to 1 minute You summon a fiery storm in a 15-foot-cube within range for the duration, causing heavy wind to swirl in the area. In addition, the ground in the area becomes difficult, giving disadvantage to Strength (athletics) and Dexterity (acrobatics) checks. Creatures in the area at the time of its casting and at the end of their turns must make a Dexterity saving throw or take 4d6 fire damage, or half as much on a success. Creatures that fail this saving throw ignite, taking 1d4 fire damage at the start of their turns for 1 minute or until they or an adjacent creature uses an action to put them out. When you roll damage for this spell at the time of its casting, you may choose a number of damage dice up to your spellcasting modifier and reroll them. You must use the new results. **Heightening (+1):** When cast with a spell slot of 5th level or higher, the initial damage increases by 1d6 for each slot level above 4th.
However, Mordenkainen is also an Expert Conjugator, so he's feeling a bit creative in his approach to combination spellcasting and decides to create a 5th level, three component spell. using the verbal components listed in the Sample Words of Power section above to create:
#### Conjure Distant Enfeebling Pyromantic Windstorm *5th-level conjuration* ___ - **Casting Time:** 1 action - **Range:** 240 feet - **Components:** V, S, M - **Duration:** Concentration, up to 1 minute You summon a fiery storm in a 30-foot-cube within range for the duration, causing heavy wind to swirl in the area. In addition, the ground in the area becomes difficult terrain, and creatures within it have disadvantage to Strength (athletics) and Dexterity (acrobatics) checks. Creatures in the area at the time of its casting and at the end of their turn must make a Dexterity saving throw or take 4d6 fire damage, or half as much on a success. Creatures that fail this saving throw ignite, taking 1d4 fire damage at the start of their turns for 1 minute or until they or an adjacent creature uses an action to put them out. Creatures that fail their saving throw also become Enfeebled, dealing half damage with all Strength based attacks and rolling Strength checks and saving throws with disadvantage for the spell's duration. **Heightening (+2):** This spell's duration increases for every two slot levels heightened above 5th; up to 10 minutes at 7th level, and up to 1 hour at 9th level.
Can you determine the components for how? \pagebreak # Arcane Spellcraft as a Replacing System ### Cantrips Cantrips are replaced by Rithmatics, or somatic gestures used to cast spells. A magic user knows a number of Rithmatics equal to their Cantrips known, and learns additional Rithmatics as they level up, or from feats such as Magic Initiate or Multiclassing. For example, a Sorcerer of 1st level would ordinarily know 4 cantrips and 2 spells, and therefore could replace them with 4 Rithmatics and 2 Words of Power, such as * Self * Touch * Ray * Blast and * Pyromancy (0th level) * Glamour (1st level) ### 0th Level Spell Slots 0th level spell slots are infinitely recharging slots used to cast spells of 0th level. A magic user never runs out of 0th level spell slots, and can cast 0th level spells at will. ### 0th level Words of Power A magic user can replace any number of Words of Power of 1st level or higher learned by leveling up with 0th level Words of Power, such as **Pyromancy** (detailed above). ## Other Examples #### Minor Image *0th-level illusion* **Casting Time:** 1 action **Duration:** 10 minutes **Saving Throw:** None **Somatic Requirements:** Area **Material Components:** If the image is drawn with 10gp of lead ink, traced through the air and/or on a surface as part of its casting, it is automatically heightened to 4th level as if cast at that level, but otherwise remains a 0th level spell component. When cast at a heightening above 4th level, this material component has no effect. ___ You create an illusory visual image of a stationary object. The entire image must fit within the spell’s area. The object appears to animate naturally, but it doesn’t make sounds or generate smells. For example, water would appear to pour down an illusory waterfall, but it would be silent. Any creature that touches the image can roll Investigation to examine it can attempt to disbelieve your illusion. ___ **Heightening (+1):** Increase this spell's duration by for every level above 0th; 1 hour at level 1, 8 hours at level 2, 24 hours at level 3, 10 days, at level 4, 1 year at level 5, and until dispelled at level 6. \columnbreak #### Glamour *1st-level illusion* **Casting Time:** 1 action **Duration:** 1 hour **Saving Throw:** Charisma **Somatic Requirements:** None **Material Components:** None ___ This spell allows you to change the appearance creatures within range. You give each target you choose a new, illusory appearance. An unwilling target can make a saving throw, and if it succeeds, it is unaffected by this spell. The spell disguises physical appearances as well as clothing, armor, Weapons, and Equipment. You can make each creature seem 1 foot shorter or taller and appear thin, fat, or in-between. You can't change a target's body type, so you must choose a form that has the same basic arrangement of limbs. Otherwise, the extent of the Illusion is up to you. The spell lasts for the Duration, unless you use your action to dismiss it sooner. The changes wrought by this spell fail to hold up to physical inspections. For example, if you use this spell to add a hat to a creature's outfit Objects pass through the hat, and anyone who touches it would feel nothing or would feel the creature's head and hair. If you use this spell to appear thinner then you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair. A creature can use its action to inspect a target and make an Intelligence (Investigation) check against your spell save DC. If it succeeds, it becomes aware that the target is disguised. ___ **Heightening (+2):** This spell's duration increases for every two slot levels above 1st; up to 8 hours at 3rd level, 24 hours at 5th level, 10 days at 7th level, and 30 days at 9th level.