Spellcrafting

Spellcrafting is a special downtime activity available to spellcasters. As a spellcaster, you will be able to create spells that are both powerful and thematically appropriate for your character, whether they are a cunning wizard seeking to manipulate the elements, a druid harnessing the power of nature, or a divine cleric calling upon the power of their faith.

With Spellcrafting, the possibilities are endless. So let your imagination run wild and start creating spells that will leave your opponents trembling in fear and awe!

Using the System

This guide is designed to help you navigate the system and create unique spells for use in Soulforge Adventures.

  • Meet Prerequisites: You must meet the following criteria to use this system.
    • Spellcaster or Ritual Spellcasting. Your class must grant you one of these abilities. Ability to cast a spell does not meet this requirement.
    • Proficiency.
      • Arcana. To craft an arcane spell, you must be proficient in Arcana.
      • Religion. To craft a divine spell, you must be proficient in Religion.
    • Level Requirement. You can only craft spells of a level that you can cast.
  • Review the Point Buy System: Before you start creating spells, it’s important to understand the point buy system used in Spellcrafting. This system allows you to allocate points to various aspects of your spell, such as range, duration, and power. Take the time to read through this section carefully, as it will serve as the foundation for all of your spell creations.
  • Choose Your Spell Components: Spellcrafting offers a wide range of spell components to choose from, each with their own unique effects. These components allow you to customize the look and feel of your spell, and add additional effects beyond the core mechanics.
  • Determine the Spell’s Mechanics: Once you have chosen your spell components, it’s time to determine the spell’s mechanics. This includes the spell’s range, area of effect, duration, damage, and any additional effects. Use the point buy system to allocate points to each of these aspects.
  • Name and Flavor Your Spell: Now that you have the mechanics of your spell determined, it’s time to give it a name and add some flavor. This can include a description of how the spell looks and feels when cast.
  • Submit Your Spell: Once you have created your spell, it’s important to let a GM review. This will allow the GM to see how it functions, and make any necessary adjustments to balance the spell or tweak its mechanics prior to use. Once approved, you will be directed to use the appropriate downtime to account for this research. This ensure you don’t waste your downtime on a spell that would not be approved.

Spell Points Budget

To begin crafting your spell, you’ll need to allocate spell points to it. Spell points are a way of classifying a spell’s power level, and you’ll want to carefully consider the number of points you allocate to your spell. Keep in mind that you don’t always have to use the maximum number of points available.

Here’s how spell points work in Spellcrafting:

  • Points are allocated to a spell based on its level, and they’re used to build the spell effects. The points available for building a spell are determined by the spell’s level and are calculated as follows:
    • For spells of 1st level and higher, the available spell points are 1 + twice the spell’s level. Cantrips are considered level 0 and have only 1 point available.
  • You can also earn additional points by adding components to your spell. Each component you use in the casting of your spell adds one point to its cost. Components include verbal, somatic, and material components. Material components with a cost add additional points (more on that later on). Note that you need at least one component to cast a spell.
  • Lastly, you can get points back by taking lower values on common properties, as shown by a negative number in the cost section of a table, or by adding flaws to your spell. This gives you some flexibility in crafting your spell without using all of your allotted points.

Spending Your Spell Points

In Spellcrafting, you can spend spell points to customize various aspects of your spells. When looking at the following tables, pick the choices you want and
tally up the points those choices bring. Remember that you don’t need to use all of your point budget.

Here are the different ways you can spend your spell points:

  • Material component costs
  • Casting time and Duration
  • General Targets and Selective Targeting
  • Range and Area of Effect
  • Damage and Healing
  • Features and Flaws

Creation No-No’s

This innovative point-buy system provides players and GMs with a flexible and balanced way to create spells that suit their needs and desires. However, there are a few no-no’s that you need to be aware of before you start creating spells.

  • Avoid too many negative modifiers: A spell should not have more than three or four negative modifiers. This is because too many negative modifiers can make the spell too weak or difficult to use, which can lead to frustration for both players and GMs. Instead, focus on creating spells that have a balance of positive and negative effects to make them more interesting and fun to use.
  • Don’t make damage too high: While it’s tempting to create spells with high damage values, it’s important to remember that spells should be balanced for their level. A spell cannot have a damage value greatly higher than its spell level. Some spells, like Fireball, may violate this rule.
  • Use creature-targeting exclusions sparingly: Creature-targeting exclusions should rarely be applied. Instead, rely on resistances and immunities first before considering a targeting exclusion. This will ensure that all players have a fair chance to use their spells and abilities in combat.

Let’s Start Spellcrafting!

Following you will find multiple tables that provide a detailed breakdown of how to allocate points while creating a spell. By following these tables step-by-step and adhering to the instructions provided in the first part of this supplement, you can bring to life any spell that you can possibly imagine. Each table offers a unique set of instructions and guidelines that can help you create a spell that is tailor-made to your needs and requirements. By carefully considering each element and aspect of the spell, you can ensure that it is potent, effective, and aligned with your intention.

1. Material Component Cost

Displayed in the table below are the modifiers that influence spell points with respect to the cost of material components. It is essential to take into consideration that the utilization of higher cost and consumable items must be done with caution. Therefore, it is imperative to weigh the potential benefits against the costs of employing such materials in spellcasting.

Note: Higher costs and consumed items should be used scarcely.

Material CostPoint ModifierPoint Modifier if ConsumedExample
Trivial00Many
1 – 99 gp-0.5-1Find Familiar
100 – 99 gp-1-2Revivify
1,000 – 9,999 gp-1.5-3Clone
10,000+ gp-2-4True Resurrection
Material Component Costs Table

2. Casting Time

The table below displays point modifiers that depend on a spell’s casting time. It is important to note that spells cast as a bonus action require careful review from the GM, as they can significantly impact the balance of the game. Similarly, spells that are cast as a reaction should be used sparingly, as they can disrupt the flow of combat. In addition, it is generally accepted that Cantrips should not be cast as a bonus action or reaction, as they are intended to be less powerful than regular spells. Finally, Rituals are not recommended for spells of level 7, 8, or 9, as their lengthy casting time makes them impractical in high-stakes situations.

DurationCost
Bonus Action2
Reaction3
Action0
1 Minute-1
10 Minutes-2
1 Hour-3
8 to 12 Hours-4
24 Hours-5
+ Ritual1.5
Casting Time Table

3. Duration

The following table displays the modifiers of spell points based on their duration. It is crucial to use caution when employing spells with longer durations, as they can have a more substantial impact on gameplay and should rarely require concentration.

DurationCost
Instantaneous0
1 Round0.5
1 Minute1.5
10 Minutes2.5
1 Hour3.5
8 Hours4
24 Hours8
Until Dispelled6
+ Concentration-2
Duration Table

4. Spell Targeting

After reviewing the entries in the Monster Manual, we have classified the creatures into two distinct categories based on their type: Major and Minor.

Major Creature TypeMinor Creature Type
BeastsAbberations
ConstructsCelestials
FiendsDragons
HumanoidsElementals
MonstrositiesFey
UndeadGiants
Different Creature Types Table

The table below displays the point modifiers for spells based on their targets. Please refer to the table above for the corresponding creature types.

Available TargetsCost
Self0
Location0
Any creature0
Objects1
Exclude one minor creature type-0.5
Exclude one major creature type-1
Exclude all but one minor creature type-4
Exclude all but one major creature type-3
Targets Table

4.1 Selective Targeting

The following table refers to spells that allow individually selective targeting of more than one creature.

LevelMinor BuffModerate BuffMajor BuffCost
C2101.5
13322.5
26543
310863
4121183.5
51613103.5
61916124
72219144
82621164.5
92924182
EXAMPLEWater BreathingBlessHealing
Maximum Amount of Tagets

5. Spell Range

The table below displays point modifiers that are dependent on the spell’s range. It’s essential to note that distances measured in miles don’t have a solid foundation for determining their costs.

RangeCost
Self-2
Touch / 5 ft.-1
15 ft.-0.5
30 ft.0
60 ft.1
90 ft.1.5
120 ft.2
150 ft.2.5
300 ft.3
1/8 mile4
1/4 mile5
1/2 mile6
1 mile7
Spell Range Table

6. Spell Area of Effect

There may be some confusion in this step, so we’ll try to clear it up. Follow the next steps:

  1. Determine the shape and size of the AOE: The first step is to decide which shape you want the spell to take. The shape can be a cube, cone, cylinder, or sphere. You also need to determine the side, length, or radius, depending on its shape.
  2. Find the Effective Volume Units (EVU) number: Once you know the shape and size of the AOE, you can find its EVU number in the first table.
  3. Identify the corresponding spell level: The second table provides the levels for different EVU numbers. You need to find the level that matches your EVU number or the closest one to it if it falls between two levels. (You may go in between levels, e.g. level 5.5, if the EVU is close to the middle)
  4. Calculate the cost: Finally, you can determine the cost of the spell by calculating the difference between the spell level and the EVU level as follows:
    • If the spell level is less than with the EVU level then the spell points cost is 1 for each level difference.
    • If the spell level is equal with the EVU level then the spell points cost is 0.
    • If the spell level is greater than with the EVU level then the spell points cost is -0.5 for each level difference.
Side/Length/RadiusCube/SquareConeCylinder/CircleSphere
5 ft.1142
10 ft.441216
15 ft.963254
20 ft.321052128
25 ft.501586250
30 ft.10821112432
35 ft.16826164686
40 ft.256362081,024
50 ft.500553162,000
60 ft.864784653,456
100 ft.4,0002101,25616,000
EVU Points Calculation Table
LevelEffective Volume Units
C4
110
225 – 30
380
4200
5500
61250
73000
87500
920000
EVU Level Calculation Table

Let’s see an example:

  • Spell Level we want to make = 7th
  • EVU we’ve chosen = 686, so EVU Level should be 5
  • As the Spell Level is greater than the EVU Level, the cost should be -0.5 for each level difference. The difference in this example is 2, so the final cost in spell points is 2 x (-0.5) = -1.

7. Damage and Healing

The following table is designed to assist you in your spell creation task by providing the average results of various dice rolls.

# of Diced4d6d8d10d12
12.53.54.55.56.5
25791113
37.510.513.516.519.5
41014182226
512.517.522.527.532.5
61521273339
717.524.531.538.545.5
82028364452
922.531.540.549.558.5
102535455565
1127.538.549.560.571.5
123042546678
1332.545.558.571.584.5
143549637791
1537.552.567.582.597.5
1640567288104
Average Roll of Dice

Below, you can find tables that provide information about the ideal average damage or healing a spell should have based on its level. While it is acceptable for a spell to deviate slightly from the ideal average, it is essential not to overdo it in either direction.

It is important to note that a cantrip should never provide healing as they are designed to deal minor damage or have a utility effect.

LevelSingle Target Ideal AverageArea Ideal AverageCost
C4.531
112.58.52
220.5144
328.519.56
436.5258
544.530.510
652.53612
760.541.514
868.54716
984.55818
Spell Damage Table
LevelSingle Target Ideal AverageArea Ideal AverageCost
C1
1642
21074
314106
41812.58
5221510
6261812
7302114
83423.516
9422918
Healing Average Table

8. Effects

Custom effects of a spell have a cost based on the power of the effect. The following categories are used to rate the power of custom effects:

  • Trivial. This level includes very minor effects that have little impact on gameplay. The cost for a trivial custom effect is +0.5.
  • Minor. This level includes effects that provide a small bonus that aids in a minor way, or a moderate bonus with limitations. The cost for a minor custom effect is +1.
  • Moderate. This level includes effects that have a reasonably significant impact on gameplay. The cost for a moderate custom effect is +2.
  • Strong. This level includes effects that have a strong impact on gameplay and can severely limit an opponent. The cost for a strong custom effect is +4.
  • Overpowering. This level includes effects that have additional penalties on top of severe limitations (strong effects). The cost for overpowering custom effects ranges from +8 points to +12.
  • Special. This level includes effects that are outside of the above ratings and can vary in power and cost.

It is important to note that saves against conditions are assumed in all custom spells. This means that if a custom spell has an effect that could inflict a condition on an opponent, the opponent will have the opportunity to make a saving throw to avoid the condition.

Example FeatureCost
Sets objects on fire0.5
Extinguishes fires0.5
Lightly obscures area1
Knock prone1
Simple illusion1
Extinguishes magical/protected flames1
Dispels gases and vapors1
Uncommon damage type (Force)1
Gain advantage on XYZ check2
Heavily obscures area2
Causes disadvantage on next attack2
+1d4 to attacks and saves2
Difficult terrain2
Charmed/Frightened2
Lose concentration2
Uncommon saving throw2
Advanced illusion4
Blind/Deafen4
Suggested4
Restrained4
Incapacitated4
Can become permanent4
Stunned8
Paralyzed12
Raise from the dead16
Repeat effect as actionEffect Cost / 2
Repeat effect as bonus actionEffect Cost / 2 + 1
Move creatureDistance / 10
Move objectDistance / 20
LightBright Range / 20
VersatilityAdditional Effect / 2
Effects Examples Table

Note: Versatility does not apply to the most costly effect, but it does to every one after that.

9. Flaws

When adding flaws to your spell, it’s important to keep in mind that a spell should not have more than three or four negative modifiers.

Example FlawCost
Target knows it was charmed-1
Ends if you wear armor-1
Ends if target is harmed-1
Ends if spell is re-cast-1
Dispersed by strong wind-1
Uses poison damage-1
Dispersed by fire-2
Ends if action is spent differently-2
Repeated saves-2
Dispersed by medium wind-2
Example Flaws

10. Submission & Downtime Cost

The final step in the process is to submit your spell to the GM for its review and approval. If approved, you will be instructed to expend the appropriate amount of downtime.

Submission

  1. Submit your spell by opening a ticket in discord.
  2. Include the following information by using this format (cut and paste, replacing all bracketed information with the appropriate content)
    **Name**: [spell name]
    **Components**: [VSM – if M, list item(s) & GP value if appropriate)]
    **Level**: [spell level]
    **Point Budget**: [show your work and final total. Refer to below examples]
    **Flavor Text**: [Write some flavor text to describe your spell. Not the mechanics, but the flavor. 1-2 sentences]
    **Description**: [Write a mechanics/gameplay description of your spell.]
    __**Features**__
    – **Casting Time**: [selection] [point cost]
    – **Duration**: [selection] [point cost]
    – **Targeting**: [selection] [point cost]
    – **Range**: [selection] [point cost]
    – **Area of Effect**: [selection] [point cost]
    – **Damage and Healing**: [selection] [point cost]
    – **Effects**: [selection] [point cost]
    – **Flaws**: [selection] [point cost]
    – **TOTAL POINTS**: [Total Spent] / [Total Budget]
  3. If you have any additional commentary to include, post that after you have made the above post.
  4. Submissions that do not follow the above format will be rejected. This process is hugely rewarding, but also complicated so it is imperative that a rudimentary uniform process is followed.

Downtime Hours

The cost to craft a spell is calculated based on the final spell point cost, using the following formula:

Downtime Hours = Final Spell Point Cost x 40hrs

Once your spell is approved by the GM, you will be instructed on how to account for this downtime expenditure.

11. Existing Spell Research

If you are researching an existing spell, then any material components that are a part of that spell must be in your possession before your research is complete.

Example: Forbiddance has the following material component: a powdered ruby worth at least 1,000 gp. In order to finish this research you would need both the final downtime hours and a powdered ruby worth at least 1,000 gp.

Components are not consumed during the spell research process, even if they would be consumed when the spell is actually being cast.


Your New Spell

Once your spell is approved, you are considered to know this spell. If you prepare spells from a spellbook, it is automatically scribed into your spellbook. If you are not a class that prepares spells, you may choose to replace a known spell of the same level that you know with this new spell.

Crafted spells are not added to any class spell lists. These are your own personal crafted spells. You may, at your discretion and using the normal crafting rules for scribing scrolls, choose to scribe your crafted spell into a scroll to disperse your spell to others in a method you see fitting.

Disclaimer: GMs reserve the right to tweak your approved spell after evaluating its performance in actual game play.


Examples

Bless, [VSM] Level 1

(Point Budget: 1+2×1+3=6)

FeatureChoicePoint Cost
TargetingAny creature0
Selecting Targeting3 (moderate buff)2.5
Range30 ft.0
DurationConcentration, 1 minute-0.5
Effect+1d4 to attacks and saves2
Total Cost4 / 6

Fireball, [VSM] Level 3

(Point Budget: 1+2×3+3=10)

FeatureChoicePoint Cost
Targeting20 ft. Sphere (level 3.5)0.5
Range150 ft.2.5
Damage8d6 (level 5)10
EffectSets objects on fire0.5
Total Cost13.5 / 10

Insect Plague, [VSM] Level 5

(Point Budget: 1+2×5+3=14)

FeatureChoicePoint Cost
Range300 ft.3
Area20 ft. Sphere (level 3.5)-0.5
DurationConcentration, 10 minutes0.5
Damage4d10 (level 3.5)7
Effect 1Difficult terrain2
Effect 2Lightly obscured1
Total Cost13 / 14