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## Spell Creation *3st-level wizard feature* As a Wizard, you're constantly experimenting with new ways to manipulate the weave, developing spells of your own design. Whenever you gain the opportunity to learn spells of a new level, you can also create a spell of the previous level. Additionally, you can create a 9th level spell when you reach 20th level. You automatically transcribe your created spells into your spellbook. Created spells can't be upcast. ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ You can adjust or replace your created spells with new ones of the same level whenever you level up. Created spells use Weave Strain to represent the amount of magic required to cast the spell. Cantrips have a Weave Strain allowance of 1, while leveled spells have a Weave Strain allowance of 2 + the spell's level. When creating a spell, you must purchase one duration, one target, one save, and one or more effects. You may also purchase modifications if you choose. By default, created spells have a verbal and somatic component, and a material component of your choice, and a cast time of 1 action.
##### Spell Durations | Type | Weave Cost | Effect | |:---:|:---:|:---| | Combat Concentration | 0 | The spell lasts up to 1 minute while the caster concentrates. If it requires a save, the targets can repeat the save at the beginning of each of their turns, ending the effect on a success. | | Short | 0 | The spell lasts until the end of the caster's next turn. | | Extended Concentration | 1 | The spell lasts up to 1 hour while the caster concentrates. If it requires a save, the targets can repeat the save at the beginning of each of their turns, ending the effect on a success. | | Combat | 1 | The spell lasts 1 minute. If it requires a save, the targets can repeat the save at the beginning of each of their turns, ending the effect on a success. |
##### Spell Targets | Type | Weave Cost | Effect | |:---:|:---:|:---| | Ranged | 0 | The spell targets a single creature within 30 feet of the caster. | | Touch | 0 | The spell targets a creature the caster touches. If it would require a save, it instead requires an attack roll, and has no effect on a miss. | | Self | 0 | The spell targets the caster. | | Small Cone | 0 | The spell targets all creatures in a 10 foot cone emanating from the caster. | | Small Aura | 1 | The spell targets all creatures adjacent to the caster. | | Small Burst | 1 | The spell targets all creatures in a 5 foot burst within 30 feet of the caster. | | Long Range | 1 | The spell targets a creature within 120 feet of the caster. | | Twin | 1 | The spell targets two creatures of your choice within 30 feet of the caster. | | Large Cone | 1 | The spell targets all creatures in a 20 foot cone emanating from the caster. | | Large Burst | 2 | The spell targets all creatures in a 15 foot burst within 60 feet of the caster. | | Chain | 2 | The spell targets a creature within 60 feet of the caster. It then bounces up to 5 times to a creature within 15 feet of the last target. | | Large Aura | 2 | The spell targets all creatures within 15 feet the caster. You can choose whether this includes the caster during spell creation. | | Selection | 3 | The spell targets all creatures of the casters choice within 60 feet of them. |
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##### Spell Saves | Type | Weave Cost | Effect | |:---:|:---:|:---| | Strong | 0 | The spell requires a DEX, CON, or WIS save, chosen when you create the spell. | | Weak | 1 | The spell requires a STR, INT, or CHA save, chosen when you create the spell. |
##### Spell Effects | Type | Weave Cost | Effect | |:---:|:---:|:---| | Common Damage | 1 | The spell deals 2d6 Acid, Cold, Lightning, Fire, or Poison damage. Targets take half damage on a successful save. This effect can be chosen multiple times. | | Uncommon Damage | 1 | The spell deals 1d10 Force, Necrotic, Psychic, Thunder, or Radiant damage. Targets take half damage on a successful save. This effect can be chosen multiple times.| | Suffering | 1 | The spell deals 1d6 damage of a type it already deals at the beginning of each of the target's turns for the duration on a failed save. | | Slow | 1 | The targets take a 15 foot penalty to their speeds for the duration on a failed save. | | Charm | 1 | The spell charms the target for the duration on a failed save. Afterwards, the target is aware that you charmed it. | | Impair | 1 | The spell imposes a -1d4 penalty to attack rolls for the duration on a failed save. | | Weaken | 1 | The spell imposes a -1d4 penalty to saving throws for the duration on a failed save. | | Brittle | 1 | The spell causes the targets to be vulnerable to the damage from the next weapon attack made against them. | | Push | 1 | The spell pushes the targets 15 feet in a direction of your choice (other than up) on a failed save, or 5 feet in that direction on a successful one. This only effects large or smaller creatures. If the spell is at least 4rh level, it can affect huge creatures. If it's at least 7th level, it has no restrictions on targets. | | Knockdown | 1 | The spell knocks the targets prone on a failed save. | | Deafen | 1 | The spell Deafens the creature for the duration on a failed save. | | Disarm | 1 | The spell causes the targets to drop what they're holding on a failed save. | | Reposition | 1 | The spell allows you to move 15 feet without provoking opportunity attacks when you cast it. | | Arcane Priming | 2 | The spell causes the targets to be vulnerable to the damage from the next spell they take damage from on a failed save. | | Taunt | 2 | The spell imposes disadvantage on attack rolls against creatures other than you for the duration on a failed save. This effect cannot be selected alongside Charm. | | Silence | 2 | The spell causes the targets to be unable to speak for the duration on a failed save. | | Drain | 2 | The spell drains the targets. You regain health equal to half the damage dealt to the targets. | | Sicken | 2 | The spell Poisons the targets for the duration on a failed save. They can spend an action vomiting to remove the poison. | | Root | 2 | The spell sets the target's speed(s) to 0 for the duration on a failed save. They can spend an action to make a Strength or Dexterity check against your Spell Save DC, ending this effect on a success. | | Frighten | 2 | The spell causes the targets to be Frightened by you for the duration on a failed save. | | Blind | 3 | The spell causes the targets to be Blinded for the duration on a failed save. |
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##### Spell Effects, continued | Type | Weave Cost | Effect | |:---:|:---:|:---| | Sleep | 4 | The spell causes the targets to be Unconscious for the duration on a failed save. They wake up if they take damage or a creature spends an action waking them. | | Restrain | 4 | The spell causes the targets to be Restrained for the duration on a failed save. They can spend an action to make a Strength or Dexterity check against your Spell Save DC, ending the Restrained condition on a success. This effect can't be chosen alongside Root. | | Teleport | 4 | The spell causes the targets to teleport up to 30 feet in a direction of your choice on a failed save. If they would teleport through an object or to somewhere you can't see, they stop. | | Banish | 7 | The spell causes the targets to phase out of existence for the duration. | | Incapacitate | 8 | The spell causes the targets to be Unconscious for the duration on a failed save. |
##### Spell Modifications | Type | Cost | Requirement | Effect | |:---:|:---:|:---:|:---| | Double | 0 | | The spell has a second Target type with its own effects. | | Axiomatic | 1 | The spell uses dice rolls | The spell takes the average of the dice that would be rolled rather than rolling. | | Exploding | 1 | The spell uses dice rolls | When you roll the maximum value for one of the spell's dice, roll it again and add both to the total. | | Subtle | 2 | | The spell has no verbal, somatic, and material components. |
##### Spell Quirks As created spells are experimental, frequently they have one strange effect the creator has trouble working out of the formula. When you create a spell, you can roll a d20 on the below table, potentially giving it a quirk. | Type | D20 | Effect | |:---:|:---:|:---| | None | 1-3 | The spell has no quirk. | | Smelly | 4 | The targets smell strongly of cheese. Rodents within 10 feet of the target under CR 1/4 are Charmed by them. | | Colorful | 5 | The target's skin or hair changes to a random color. | | Rhyming | 6 | The target can only speak in rhymes for the durations. This doesn't affect spellcasting. | | Glowing | 7 | The target emanates dim light in a 15 foot radius. | | Wet | 8 | The target becomes slightly wet to the touch. This doesn't deal damage to creatures weak to water. | | Emotional | 9 | The target becomes unable to contain their emotions for the duration. | | Heckling | 10 | The spell summons an illusory imp or similar creature which does nothing but berate you for the duration. | \columnbreak | Type | D20 | Effect | |:---:|:---:|:---| | Illusion | 11 | You cast Fireball as a 3rd level spell centered on yourself, although it's illusory and does no damage. | | Noisy | 12 | The spell makes a terrible cacophonous racket. | | Fey | 13 | After casting the spell, a tiny gnome crawls out of your mouth and then runs away. | | Soiling | 14 | The targets become very dirty. | | Gorgeous | 15 | The target becomes incredibly attractive for the duration. | | Self-Disarming | 16 | You drop an item you're holding. | | Animal Speech | 17 | Beasts within 30 feet of you narrate what they're doing in common for 1 minute. | | Lolling | 18 | The spell causes your tongue to grow by 6 inches for the duration. This doesn't effect speech. | | Outfit Change | 19 | The spell changes the target's outfits randomly, or gives them outfits if they aren't wearing anything. | | Quirky | 20 | Roll on the spell quirk table each time you cast the spell. |