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Published by goroiamanuci, 2023-08-16 12:27:05

Spellcrafting

Spellcrafting

SPELLCRAFTING A Spell Creation System


Credits Template Designer: u/5e_cleric, u/Kaiburr_Kath-Hound Art Designer: Panagiotis Aivazidis using Photoshop, Adobe Illustrator & Midjourney Yellowbyte Studios D&D Writers: Fotis Zorbas Nikos Malevas Ethan Williams Michael Davis George Haritopoulos SiorTapas Our best-sellers:    Explorer’s Guide      Sci-Fi Monster Manual      Sci-Fi Pantheon ABOUT US Yellowbyte Studios is a team of 6 professional D&D book writers, dedicated to creating the highest quality supplements and adventures for DMs and players alike. Our team of talented writers hails from across Europe, each bringing their own unique perspective and expertise to our work. Contact / Feedback: [email protected] The contents of this document is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.


Table Of Contents Credits 3 Introduction 5 Using This Book 5 Part 1: Spellcrafting Basics 7 Spell Points Budget 7 Spending Your Spell Points 7 Creation No-No’s 7 Part 2: Let’s Start Spellcrafting! 9 1. Material Componet Costs 9 2. Casting Time 9 3. Duration 9 4. Spell Targeting 10 5. Spell Range 11 6. Spell Area of Effect 11 7. Damage and Healing 12 8. Effects 13 9. Flaws 14 Part 3: Using the Spellcrafting System 16 Existing D&D Spells 16 Custom Spells 17 Final Disclaimer 20


W Introduction elcome to the exciting world of Spellcrafting, a system for creating unique spells in the world of Dungeons & Dragons 5th Edition (D&D 5e). With Spellcrafting, you have the power to unleash your creativity and imagination to design spells that are perfectly tailored to your character’s needs and style of play. In this system, you will use a point buy system to customize various aspects of your spell, including its range, area of effect, duration, and more. You will also have the option to choose from a variety of spell components and effects to make your spell truly unique. As a Spellcrafter, 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 deity. 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 This Book This guide is designed to help you navigate the system and create unique spells for your D&D 5e character. 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. Playtest Your Spell: Once you have created your spell, it’s important to playtest it in your D&D 5e game. This will allow you to see how it functions in practice, and make any necessary adjustments to balance the spell or tweak its mechanics. 5


R Part 1 Spellcrafting Basics emember fellow spellcrafter! once the spell has been designed, you should propose it to your DM for approval. The DM will consider the spell’s power level and balance it against the existing spells in the game. If the DM approves the spell, it can then be added to your spell list and used in future adventures. 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 Slective Targeting Range and Area of Effect Damage and Healing Features and Flaws Creation No-No’s This innovative point-buy system provides players and DMs 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 DMs. 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. 7


I Part 2 Let’s Start Spellcrafting! n this section, 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 Componet Costs 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. Material Componet Costs Table Material Cost Point Modifier Point Modifier if Consumed Example Trivial 0 0 Many 1 - 99 gp -0.5 -1 Find Familiar 100 - 999 gp -1 -2 Revivify 1,000 - 9,999 gp -1.5 -3 Clone 10,000+ gp -2 -4 True Resurrection Note: Higher costs and consumed items should be used scarcely. 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 DM, 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. Casting Time Table Duration Cost Bonus Action 2 Reaction 3 Action 0 1 Minute -1 10 Minutes -2 1 Hour -3 8 to 12 Hours -4 24 Hours -5 + Ritual 1.5 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. Duration Table Duration Cost Instantaneous 0 1 Round 0.5 1 Minute 1.5 10 Minutes 2.5 1 Hour 3.5 8 Hours 4 24 Hours 5 Until Dispelled 6 + Concentration -2 9


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. Different Creature Types Table Major Creature Types Minor Creature Types Beasts Abberations Constructs Celestials Fiends Dragons Humaniods Elementals Monstrosities Fey Undead Giants The table below displays the point modifiers for spells based on their targets. Please refer to the table above for the corresponding creature types. Targets Table Available Targets Cost Self 0 Location 0 Any Creature 0 Objects 1 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 Selective Targeting The following table refers to spells that allow individually selective targeting of more than one creature. Maximum Amount of Targets Level Minor Buff Moderate Buff Major Buff Cost C 2 1 0 1.5 1 3 3 2 2.5 2 6 5 4 3 3 10 8 6 3 4 12 11 8 3.5 5 16 13 10 3.5 6 19 16 12 4 7 22 19 14 4 8 26 21 16 4.5 9 29 24 18 5 EXAMPLE Water Breathing Bless Healing – 10


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. Spell Range Table Range Cost 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 mile 4 1/4 mile 5 1/2 mile 6 1 mile 7 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 inbetween 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. 11


EVU Points Calculation Table Side/Length/Radius Cube/Square Cone Cylinder/Circle Sphere 5 ft. 1 1 4 2 10 ft. 4 4 12 16 15 ft. 9 6 32 54 20 ft. 32 10 52 128 25 ft. 50 15 86 250 30 ft. 108 21 112 432 35 ft. 168 26 164 686 40 ft. 256 36 208 1,024 50 ft. 500 55 316 2,000 60 ft. 864 78 465 3,456 100 ft. 4,000 210 1,256 16,000 EVU Level Calculation Table Level Effective Volume Units C 4 1 10 2 25-30 3 80 4 200 5 500 6 1250 7 3000 8 7500 9 20000 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. Average Roll of Dice # Of Dice d4 d6 d8 d10 d12 1 2.5 3.5 4.5 5.5 6.5 2 5 7 9 11 13 3 7.5 10.5 13.5 16.5 19.5 4 10 14 18 22 26 5 12.5 17.5 22.5 27.5 32.5 6 15 21 27 33 39 7 17.5 24.5 31.5 38.5 45.5 8 20 28 36 44 52 9 22.5 31.5 40.5 49.5 58.5 10 25 35 45 55 65 11 27.5 38.5 49.5 60.5 71.5 12 30 42 54 66 78 13 32.5 45.5 58.5 71.5 84.5 14 35 49 63 77 91 15 37.5 52.5 67.5 82.5 97.5 16 40 56 72 88 104 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. Spell Damage Table Level Single Target Ideal Average Area Ideal Average Cost C 4.5 3 1 1 12.5 8.5 2 2 20.5 14 4 3 28.5 19.5 6 4 36.5 25 8 5 44.5 30.5 10 6 52.5 36 12 7 60.5 41.5 14 8 68.5 47 16 9 84.5 58 18 12


Healing Average Table Level Single Target Ideal Average Area Damage Ideal Average Cost C – – 1 1 6 4 2 2 10 7 4 3 14 10 6 4 18 12.5 8 5 22 15 10 6 26 18 12 7 30 21 14 8 34 23.5 16 9 42 29 18 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. 13


Effects Examples Table Example Feature Cost Sets objects on fire 0.5 Extinguishes fires 0.5 Lightly obscures area 1 Knock Prone 1 Simple illusion 1 Extinguishes magical/protected flames 1 Dispels gases and vapors 1 Uncommon damage type (Force) 1 Gain advantage on XYZ check 2 Heavilies obscures area 2 Cause disadvantage on next attack 2 Gain advatage on next attack 2 +1d4 to attacks and saves 2 Diffcult terrain 2 Charmed/Frightened 2 Lose concentration 2 Uncommon saving throw 2 Advanced illusion 4 Blind/Deafen 4 Suggested 4 Restrained 4 Incapacitated 4 Can become permanent 4 Stunned 8 Paralyzed 12 Raise from dead 16 Repeat effect as action Effect Cost/2 Repeat effect as bonus action Effect Cost/2 +1 Move creature Distance/10 Move object Distance/20 Light Bright Range/20 Versatility Additional Effect/2 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 Flaw Cost 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 14


I Part 3 Using the Spellcrafting System n this section of the book, we will compare a few pre-existing spells with our spellcrafting system. This will allow you to gain a better understanding of our unique system and how it compares to the traditional spells found in the world of Dungeons and Dragons. Once we have completed the comparison, we will then dive into the practical application of our spellcrafting system. Specifically, we will create some custom spells that showcase the versatility and creativity of our system. Through this exercise, you will not only become more familiar with our spellcrafting approach but also gain practical experience in creating your own unique spells that can enhance your gameplay experience. Existing D&D Spells In order to demonstrate the efficacy of our system, let’s take a look at how some of the existing spells in Dungeons & Dragons would be calculated using our methodology. Bless, [VSM] Level 1 (Point Budget: 1+2x1+3=6) Feature Choice Point Cost Targeting Any Creature 0 Selective Targeting 3 (moderate buff) 2.5 Range 30 ft. 0 Duration Concentration, 1 minute -0.5 Effect +1d4 to attacks and saves 2 Total Cost — 4 / 6 Fireball, [VSM] Level 3 (Point Budget: 1+2x3+3=10) Feature Choice Point Cost Targeting 20 ft. Sphere (level 3.5) 0.5 Range 150 ft. 2.5 Damage 8d6 (level 5) 10 Effect Sets objects on fire 0.5 Total Cost — 13.5 / 10 Grasping Vine, [VS] Level 4 (Point Budget: 1+2x4+2=11) Feature Choice Point Cost Range 30 ft. 0 Casting Time Bonus Action 2 Duration Concentration, 1 minute -0.5 Effect 1 Dex save or pulled 20 ft. 4 Effect 2 Repeat as bonus action 3 Total Cost — 8.5 / 11 Insect Plague, [VSM] Level 5 (Point Budget: 1+2x5+3=14) Feature Choice Point Cost Range 300 ft. 3 Area 20 ft. Sphere (level 3.5) -0.5 Duration Concentration, 10 minutes 0.5 Damage 4d10 (level 3.5) 7 Effect 1 Difficult Terrain 2 Effect 2 Lightly Obscured 1 Total Cost — 13 / 14 Minor Illusion, [SM] Level 3 (Point Budget: 1+2x0+2=3) Feature Choice Point Cost Range 30 ft. 0 Area 5 ft. Cube (level 0) 0 Duration 1 minute 1.5 Effect Simple Illusion 1 Total Cost — 2.5 / 3 Suggestion, [VM] Level 2 (Point Budget: 1+2x2+2=7) Feature Choice Point Cost Range 30 ft. 0 Duration Concentration, 8 hours 2 Effect Wis save or suggested 4 Total Cost — 6 / 7 16


Custom Spells So, let’s put our heads together and start crafting some magic! By using our system, we can come up with spells that are unique, balanced, and tailored to our specific needs. Black Smoke, [S] Level 2 (Point Budget: 1+2x2+1=6) Feature Choice Point Cost Range Self -1.5 Area 10 ft. Sphere (level 1.5) 0 Casting Time 1 Reaction 3 Duration 1 round 0.5 Effect 1 Heavily obscures area 2 Effect 2 Caster is not blinded 1 Total Cost — 5 / 6 Black Smoke 2nd-level abjuration Casting Time: 1 reaction, which you take when you are targeted by an attack Range: Self Components: S Duration: 1 round You create a heavy screen of smoke that covers you and the area within a 10-foot radius centered on you. The smoke heavily obscures the area, making it difficult to see for others than yourself. The smoke persists until the end of your next turn, after which it dissipates. Creatures within the smoke suffer disadvantage on Wisdom (Perception) checks that rely on sight. Healing Circle, [SV] Level 3 (Point Budget: 1+2x3+2=9) Feature Choice Point Cost Casting Time Action 0 Selective Targeting 6 friendly creatures 3 Range 15 ft. -0.5 Healing 3d6 (level 3) 6 Total Cost — 8.5 / 9 Healing Circle 3rd-level Evocation Casting Time: 1 action Range: 15 ft. Components: V, S Duration: Instantaneous With this spell, you can choose up to six friendly creatures within 15 ft. of you and distribute 3d6 points of healing among them. At Higher Levels: When you cast this spell with a power of 4th level or higher, the total heal increases by 1d6 for each level above 3rd. 17


Unholy Ground, [SVM] Level 7 (Point Budget: 1+2x7+3=18) Feature Choice Point Cost Casting Time Action 0 Duration 1 minute 1.5 Range 60 ft. 1 Area of Effect 40 ft. (EVU level 4) -1.5 Damage 9d8 (average 40.5) 14 Effect 1 Difficult Terrain 2 Effect 2 Restrained 4/2=2 Flaw Repeated saves -2 Total Cost — 17 / 18 Unholy Ground 7th-level Necromancy Casting Time: 1 action Range: 60 ft. Components: V, S, M (bone dust) Duration: 1 minute Choose a point you can see within range. An area of 40 feet around this point fills with necrotic energy, causing the ground to become difficult terrain for the spell’s duration. In addition, all enemy creatures within this area must make a Constitution saving throw against your spell save DC. On a failed save, the creature takes 9d8 necrotic damage and is restrained for the duration of the spell. On a successful save, the creature takes half damage and is not restrained. At the end of each of their turns, the restrained creatures can repeat the saving throw to end the restrained effect on themselves. A creature that succeeds on the save is no longer restrained. At Higher Levels: When you cast this spell with a power of 8th level or higher, the damage increases by 1d8 for each level above 8th. Magnetize, [VS] Cantrip (Point Budget: 1+2x0+2=3) Feature Choice Point Cost Casting Time Action 0 Duration Instantaneous 0 Range 30 ft. 0 Effect move creature 20 ft. 2 Total Cost — 2 / 3 Magnetize Enchantment Cantrip Casting Time: 1 action Range: 30 ft. Components: V, S Duration: Instantaneous You select a target creature within range and compel it to make a Strength saving throw against your spell’s DC. If the creature fails its save, you can use a burst of force to either pull it towards you or push it away, up to a distance of 20 feet. Spear of Light, [SVM] Level 5 (Point Budget: 1+2x5+3=14) Feature Choice Point Cost Casting Time Action 0 Duration Instantaneous 0 Range 60 ft. 1 Targeting only fiend, undead -2 Damage 8d12 (average 52) 12 Effect disadvantage on next attack 2 Total Cost — 13 / 14 Spear of Light 5th-level Evocation Casting Time: 1 action Range: 60 ft. Components: V, S, M (a bottle of holy water) Duration: Instantaneous You point your finger at a fiend or undead within range and unleash a brilliant spear made of pure light towards it. Make a ranged spell attack against the target creature. On a hit, it takes 8d12 radiant damage and must make a Constitution saving throw. On a failed save, the target has disadvantage on its next attack roll. At Higher Levels: When you cast this spell with a power of 6th level or higher, the damage increases by 1d12 for each level above 5th. 18


Poison Bomb, [VSM] Level 4 (Point Budget: 1+2x4+3=12) Feature Choice Point Cost Casting Time Action 0 Duration 1 minute 1.5 Area of Effect 10 ft. area (EVU Level 1) -1.5 Damage 8d6 (average 28) 9 Effect deal damage again as action 9 / 2 = 4.5 Flaw 1 ends if action spent differently -2 Flaw 2 uses poison damage -1 Total Cost — 10.5 / 12 Poison Bomb 4th-level Conjuration Casting Time: 1 action Range: Self (10 ft. radius) Components: V, S, M (a phial of poison) Duration: 1 minute You release a burst of toxic gas around you, creating a deadly poison bomb that affects all creatures within a 10-foot radius, except for yourself. Each creature in the area must make a Constitution saving throw. On a failed save, the creature takes 8d6 poison damage, or half as much on a successful one. For the duration of the spell, you can use your action to repeat the effect and unleash another poison bomb. However, if you use your action for anything else, the spell ends immediately. At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the damage increases by 2d6 for each level above 4th. Curse of Agony, [VSM] Level 6 (Point Budget: 1+2x6+3=16) Feature Choice Point Cost Casting Time Action 0 Duration concentration, 1 minute 1.5-2=-0.5 Range 60 ft. 1 Damage 6d8 (average 27) 6 Effect unconcious 12 Flaw 3 repeated saves -3 Total Cost — 15.5 / 16 Curse of Agony 6th-level Necromancy Casting Time: 1 action Range: 60 ft. Components: V, S, M (a drop of blood) Duration: Concentration, 1 minute You curse a creature within range, causing intense pain and suffering. The target must make a Constitution saving throw. On a failed save, the target takes 6d8 necrotic damage and has disadvantage on all attack rolls, ability checks, and saving throws for the duration of the spell. At the end of each of the target’s turns, it can make another Constitution saving throw. On a success, the spell ends. If the target fails three Constitution saving throws in a row, it falls unconscious for the remaining duration of the spell. At Higher Levels: When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d8 for each level above 6th. 19


T Final Disclaimer he spellcrafting system we have created for D&D 5e is an exciting tool that allows players to create custom spells for their characters. It provides a framework that enables players to customize their spells with various features to fit their unique gameplay style. However, it is essential to remember that this tool has its limitations, and creating a spell that is perfect in every way is not guaranteed. We have extensively tested this tool to ensure that it is helpful and functional. However, there are still ways to create a broken spell using it. It is essential to remember that all spells created using this tool must be approved by the DM before they can be used in a game. The DM is the final authority on whether a spell is acceptable or not and will ensure that the spell is balanced and does not break the game. Intentionally creating a broken spell is not in the spirit of the game and goes against the collaborative nature of D&D. The goal of creating a custom spell is to enhance the gameplay experience, not to overpower or disrupt the balance of the game. Therefore, we strongly advise against trying to create such a spell. Unleash your creativity, but wield your power responsibly. Before creating a spell using this tool, it is essential to carefully review all the features and flaws available to you. These features and flaws provide a way for you to customize your spells, but missing an important detail could result in an unbalanced spell that negatively impacts the game. It is essential to keep in mind that each of them has a spell point value assigned to it. These values reflect their relative power. Therefore, it is crucial to understand how each feature or flaw affects the spell point cost of your custom spell. In addition to understanding the spell point cost of each feature, it is also important to keep in mind that this tool only sees a spell as the sum of its parts. It cannot evaluate the worth of the entire spell or predict how it will impact the game. Therefore, we strongly advise against creating a spell that is at the maximum spell point limit. Spells that use the maximum amount of spell points may be too powerful and could disrupt the balance of the game. The Final Disclaimer serves as a reminder that the spellcrafting system we have created is a tool to enhance the gameplay experience, not to overpower or disrupt the game. We hope that this tool will enable you to create custom spells that fit your unique playstyle and enhance your D&D experience. However, we also ask that you use it responsibly and with consideration for the overall balance of the game. Craft custom spells that enhance the game, not break it. 20


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