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 Level | Base Cost (gp) | Base Time (days) |
---|---|---|
Cantrip | 50 | 5 days |
1st Level | 100 | 10 |
2nd Level | 200 | 20 |
3rd Level | 500 | 50 |
4th Level | 1000 | 100 |
5th Level | 2500 | 250 |
6th Level | 7000 | 700 |
7th Level | 15000 | 1500 |
8th Level | 40000 | 4000 |
9th Level | 100000 | 10000 |
10th Level | 200000 | 20000 |
11th Level | 400000 | 40000 |
12th Level | 500000 | 50000 |
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.