Crafting Spells

Some especially imaginative and enthusiastic players may have their own spell ideas that they want their characters to be able to use. This table is a simple guide for GMs to have their players have more fun while keeping things balance for their campaign. This table is by no means a be all end all and at the end, of course, everything is left to the GM's discression.

To craft a spell a player must succeed an Arcana check after gathering required supplies (decided by GM) and knowledge for the spell in question. Failing the check will waste the required supplies.

Crafting Supply Cost = 50 x 2 ^ (Spell Level) GP

The default spell is one that has a 1 action casting time, range of Self, with Verbal and Somatic components, a duration of Instantaneous and does nothing. Crafting such spell has an Arcana DC of 0. Follow the table for deciding the DC for the intended spell's Arcana check of crafting.

Unfortunately for many utility spells, such as Antilife Shell and Leomund's Tiny Hut, it is hard to determine their effects in gameplay because they tend to be situational, so this table is more suited to be used as a reference point for creating straight forward spells.

Factor Arcana DC modifier Casting Time Bonus Action/Reaction +5 Increase CT by 1 min (max 10 mins) -1 1 hour -25 8 hours -40 A day -50 Components No Verbal Component +2 No Somatic Component +2 Needs a Basic Material Component -1 Consumes Basic a Material Component -3 Needs Materials that costs X amount of GP -X/200 Consumes Materials that costs X amount of GP -X/50 Target Self 0 One Other Person 0 One Person +1 Add extra target within range +2 Target area (pick area option below) +5 Area around self (pick area option below) +3 Range Touch +1 Increase range by 30ft (max 300ft) +3