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*Dungeons & Dragons
The new spell creation rules
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<blockquote data-quote="tetrasodium" data-source="post: 9005999" data-attributes="member: 93670"><p>And among them hoe many are arcane?</p><p></p><p>I agree with a lot of this & like the idea of modify/create spell but something about the trio <em>feels</em> like it's a placeholder for a revised version of the 3.5 spell creation rules or the ELH epic spell creation rules. Something about the trio just feels <em>off</em>.</p><p></p><p>step one, cast this</p><p>[spoiler="Modify Spell"]</p><p>Y SPELL </p><p>4th-Level Transmutation Spell (<strong>Ritual</strong>; Wizard) </p><p><strong>Casting Time: 1 minute </strong></p><p>Range: Self </p><p>Component: V, S, M (your spellbook) </p><p>Duration: Instantaneous </p><p>Using arcane formulas in your Spellbook, you </p><p>magically alter one Arcane spell you have </p><p>prepared. You can change the spell’s color, </p><p>sound, and smell, and you make one of the </p><p>following modifications to the spell: </p><p>Components. Remove one of the spell’s </p><p><strong>components</strong>: Verbal, Somatic, or Material. You </p><p>can’t remove the Material component of a spell </p><p>that consumes that component. </p><p><strong>Concentration</strong>. If the spell requires </p><p>Concentration, damage can’t break your </p><p>Concentration on the spell. </p><p><strong>Damage Type</strong>. If the spell has a damage type, </p><p>replace it with one of the following types: Acid, </p><p>Cold, Fire, Lightning, Necrotic, Poison, or </p><p>Thunder. If the spell has multiple damage </p><p>types, you can change only one of them. </p><p>Range. If the spell has a range of at least 5 feet </p><p>and doesn’t have a range of Self, increase its </p><p>range by a number of feet equal to 30 times </p><p>your Wizard level. </p><p>Ritual. If the spell lacks the Ritual tag and has a </p><p>casting time of at least 10 minutes, give it the </p><p>Ritual tag. </p><p><strong>Targets</strong>. If the spell affects one or more </p><p>creatures and doesn’t have a range of Self, it </p><p>now affects only your allies or enemies </p><p>(choose which when you cast Modify Spell). </p><p><strong>The chosen alteration lasts until you cast Modify </strong></p><p><strong>Spell again or you finish a Long Rest.</strong> This altered </p><p>version of the spell can’t be added to a spellbook </p><p>or Spell Scroll without first casting Create Spell. </p><p> At Higher Levels. When you cast this spell </p><p>using a Spell Slot of 5th level or higher, you can </p><p>choose an additional spell modification for each </p><p>slot level above 4th. </p><p>[/spoiler]</p><p>Some of these things are removing a <em>nearly</em> vestigial element & mimicking some sorcerer<strong> level <em>two</em></strong> metamagic options. The cost isn't high though so it's just a perfunctory "and I modify my spells" before moving on simply because there is an almost petty last until you finish a long rest footnote on a spell with no cost to begin with. If not for the range mod it's hard to justify a level 7/4th level slot</p><p>[spoiler="create spell"]</p><p>CREATE SPELL </p><p>5th-Level Transmutation Spell (Wizard) </p><p>Casting Time: Reaction, in response to yourself </p><p>casting Modify Spell </p><p>Range: Self </p><p>Component: V, S, M (<strong>an Arcane Focus, which the </strong></p><p><strong>spell <u><em>consumes</em></u>, worth at least </strong><em><strong><u>1,000 GP per </u></strong></em></p><p><u><strong><em>level of the spell altered by Modify Spel</em></strong></u><strong>l)</strong> </p><p>Duration: Concentration, up to 1 hour </p><p>Synthesizing your arcane knowledge and power, </p><p>you strive to create a new spell. To succeed, you </p><p>must concentrate for 1 hour and meditate on the </p><p>spell you just altered with Modify Spell, </p><p>otherwise this spell fails. <strong>If you succeed, you </strong></p><p><strong>must start casting Scribe Spell within the next 10 </strong></p><p><strong>minutes and add the altered spell to your </strong></p><p><strong>spellbook.</strong> Once the spell is in your spellbook, it </p><p>becomes one of your known spells, it gains the </p><p>Wizard source tag rather than the Arcane tag, </p><p>and it gains a name of your choice. </p><p>[spoiler="..."]</p><p>[ATTACH=full]283166[/ATTACH]</p><p>[/spoiler]</p><p>[/spoiler]</p><p></p><p>I feel like Scribe spell needs to be detailed first to avoid giving anyone the wrong impression</p><p>[spoiler="Scribe spell"]</p><p>SCRIBE SPELL </p><p>1st-Level Transmutation Spell (Ritual; Wizard) </p><p>Casting Time: 2<strong> hours per level of the scribed </strong></p><p><strong>spell </strong></p><p>Range: Self </p><p>Component: V, S, M (a quill, a book, <strong>and 50 GP of </strong></p><p><strong>fine inks per level of the scribed spell; this </strong></p><p><strong>spell consumes the inks) </strong></p><p>Duration: Instantaneous </p><p>Channeling magic through quill and ink, you </p><p>scribe an Arcane spell in your spellbook or a </p><p>blank book worth at least 50 GP. The scribed </p><p>spell must be of a level for which you have Spell </p><p>Slots, and the book must lack the spell. </p><p> As you magically scribe the spell, you must </p><p>copy it from another spellbook or a Spell Scroll, </p><p>or you must have it prepared. If you copy it from </p><p>a Spell Scroll, the scroll is destroyed. If you have </p><p>the spell prepared, the casting time and </p><p>component costs are halved. </p><p> When the scribing is complete, the spell </p><p>becomes one of your known spells in the book, </p><p>appearing on its own page if the book was out of </p><p>pages. The spell appears in a cipher that is </p><p>understandable only to you or someone casting </p><p>Identify or Scribe Spell, and if the book was blank </p><p>before the scribing, that book is now your </p><p>spellbook. </p><p>[/spoiler]</p><p>So... you ritually cast a perfunctory "and I do it" spell every long rest from level seven onto modify a spell with what is <em>mostly</em> just some metamagic options the sorcerer has had since level two... <em>then</em> from level 9+ when you get some downtime can scribe it to your spellbook soon... by spending a <em>thousand</em> GP <em>per</em> level of the spell... Then just out of sheer hopjumping you spend another 50gp & 2hr per level of the spell you are modifying to cast the same scribe spell spell you use to scribe a spell from a scroll or found spellbook to your spellbook.</p><p></p><p>When it's all said & done you have one spell automatically altered to add what is mostly just a metamagic effect or silly range even before you say "and I modify my spells" and are broke AF because you spend half a platemail modifying a level one spell & even more on higher level spells but can't modify that spell further.</p><p></p><p></p><p></p><p>There's definitely a WiP component or something is off <em>somewhere</em> in the chain</p></blockquote><p></p>
[QUOTE="tetrasodium, post: 9005999, member: 93670"] And among them hoe many are arcane? I agree with a lot of this & like the idea of modify/create spell but something about the trio [I]feels[/I] like it's a placeholder for a revised version of the 3.5 spell creation rules or the ELH epic spell creation rules. Something about the trio just feels [I]off[/I]. step one, cast this [spoiler="Modify Spell"] Y SPELL 4th-Level Transmutation Spell ([B]Ritual[/B]; Wizard) [B]Casting Time: 1 minute [/B] Range: Self Component: V, S, M (your spellbook) Duration: Instantaneous Using arcane formulas in your Spellbook, you magically alter one Arcane spell you have prepared. You can change the spell’s color, sound, and smell, and you make one of the following modifications to the spell: Components. Remove one of the spell’s [B]components[/B]: Verbal, Somatic, or Material. You can’t remove the Material component of a spell that consumes that component. [B]Concentration[/B]. If the spell requires Concentration, damage can’t break your Concentration on the spell. [B]Damage Type[/B]. If the spell has a damage type, replace it with one of the following types: Acid, Cold, Fire, Lightning, Necrotic, Poison, or Thunder. If the spell has multiple damage types, you can change only one of them. Range. If the spell has a range of at least 5 feet and doesn’t have a range of Self, increase its range by a number of feet equal to 30 times your Wizard level. Ritual. If the spell lacks the Ritual tag and has a casting time of at least 10 minutes, give it the Ritual tag. [B]Targets[/B]. If the spell affects one or more creatures and doesn’t have a range of Self, it now affects only your allies or enemies (choose which when you cast Modify Spell). [B]The chosen alteration lasts until you cast Modify Spell again or you finish a Long Rest.[/B] This altered version of the spell can’t be added to a spellbook or Spell Scroll without first casting Create Spell. At Higher Levels. When you cast this spell using a Spell Slot of 5th level or higher, you can choose an additional spell modification for each slot level above 4th. [/spoiler] Some of these things are removing a [I]nearly[/I] vestigial element & mimicking some sorcerer[B] level [I]two[/I][/B] metamagic options. The cost isn't high though so it's just a perfunctory "and I modify my spells" before moving on simply because there is an almost petty last until you finish a long rest footnote on a spell with no cost to begin with. If not for the range mod it's hard to justify a level 7/4th level slot [spoiler="create spell"] CREATE SPELL 5th-Level Transmutation Spell (Wizard) Casting Time: Reaction, in response to yourself casting Modify Spell Range: Self Component: V, S, M ([B]an Arcane Focus, which the spell [U][I]consumes[/I][/U], worth at least [/B][I][B][U]1,000 GP per [/U][/B][/I] [U][B][I]level of the spell altered by Modify Spel[/I][/B][/U][B]l)[/B] Duration: Concentration, up to 1 hour Synthesizing your arcane knowledge and power, you strive to create a new spell. To succeed, you must concentrate for 1 hour and meditate on the spell you just altered with Modify Spell, otherwise this spell fails. [B]If you succeed, you must start casting Scribe Spell within the next 10 minutes and add the altered spell to your spellbook.[/B] Once the spell is in your spellbook, it becomes one of your known spells, it gains the Wizard source tag rather than the Arcane tag, and it gains a name of your choice. [spoiler="..."] [ATTACH type="full"]283166[/ATTACH] [/spoiler] [/spoiler] I feel like Scribe spell needs to be detailed first to avoid giving anyone the wrong impression [spoiler="Scribe spell"] SCRIBE SPELL 1st-Level Transmutation Spell (Ritual; Wizard) Casting Time: 2[B] hours per level of the scribed spell [/B] Range: Self Component: V, S, M (a quill, a book, [B]and 50 GP of fine inks per level of the scribed spell; this spell consumes the inks) [/B] Duration: Instantaneous Channeling magic through quill and ink, you scribe an Arcane spell in your spellbook or a blank book worth at least 50 GP. The scribed spell must be of a level for which you have Spell Slots, and the book must lack the spell. As you magically scribe the spell, you must copy it from another spellbook or a Spell Scroll, or you must have it prepared. If you copy it from a Spell Scroll, the scroll is destroyed. If you have the spell prepared, the casting time and component costs are halved. When the scribing is complete, the spell becomes one of your known spells in the book, appearing on its own page if the book was out of pages. The spell appears in a cipher that is understandable only to you or someone casting Identify or Scribe Spell, and if the book was blank before the scribing, that book is now your spellbook. [/spoiler] So... you ritually cast a perfunctory "and I do it" spell every long rest from level seven onto modify a spell with what is [I]mostly[/I] just some metamagic options the sorcerer has had since level two... [I]then[/I] from level 9+ when you get some downtime can scribe it to your spellbook soon... by spending a [I]thousand[/I] GP [I]per[/I] level of the spell... Then just out of sheer hopjumping you spend another 50gp & 2hr per level of the spell you are modifying to cast the same scribe spell spell you use to scribe a spell from a scroll or found spellbook to your spellbook. When it's all said & done you have one spell automatically altered to add what is mostly just a metamagic effect or silly range even before you say "and I modify my spells" and are broke AF because you spend half a platemail modifying a level one spell & even more on higher level spells but can't modify that spell further. There's definitely a WiP component or something is off [I]somewhere[/I] in the chain [/QUOTE]
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