Spell Creation and Modification

Creating a Spell

Sometimes, a spell with the desired effect does not exist and aspiring casters may seek to bring such a spell into fruition. To do so, the caster must have proficiency in the appropriate Intelligence skill (Arcana for arcane casters, Religion for clerics and paladins, and Nature for druids and rangers).

At the end of each work week, you must make an ability check with the relevant skill against a DC of 15 + the spell's level. A successful check gives one week of progress, plus one extra week per 5 above the DC. Failure either makes no progress or progresses with an automatic complication (player's choice). The base cost and time to create a spell can be found in the table below. To calculate the final time needed to create the spell, divide the Base Time by your proficiency bonus in the relevant skill.

Table: Base Cost/Time by Spell Level

Spell LevelBase Cost (gp)Base Time (days)
Cantrip505 days
1st Level10010
2nd Level20020
3rd Level50050
4th Level1000100
5th Level2500250
6th Level7000700
7th Level150001500
8th Level400004000
9th Level10000010000
10th Level20000020000
11th Level40000040000
12th Level50000050000

When finished, the spell is added to your spell list. Spells known casters can immediately swap the spell into their spells known (same with cantrips) while wizards can copy the spell into their spellbook from their notes by spending time and money as if you were copying the spell into a replacement spellbook (1 hour and 10 gp for each level of the spell).

Spell Modification

Characters can use the Research downtime to modify their existing spells to better suit their needs.

Choose which spell you wish to modify and what you wish to change with it. The most common change is to the damage type of a spell, though in rare cases, other modifications can be made. Typically, spells can only trade between elemental or cosmic damage types. The DM is the final arbiter on which spells can be modified and in what ways.

If another spell produces a similar effect to a prospective modified spell, it cannot be modified. For example, fireball cannot be modified to do cold or lightning damage because of ice storm and lightning bolt respectively, but flame stride could be modified to either one. If a spell causes a creature to make a saving throw, changing the damage type may change the type of saving throw the spell requires.

To modify a spell, you must accumulate pieces of lore using the Research downtime equal to the spell's level, using your spellcasting ability modifier for the ability check, rather than an Intelligence check. After you do, the spell is permanently modified for you when you cast it. You can restore the spell to its original form as a part of a long rest, losing the benefits of the spell modification unless you modify it again.

If a spell is being modified to a point it is no longer recognizable as the original spell, the DM may direct the player to the Spell Creation rules instead.