Crafting a Spell
In an earlier article, we discussed the art of spell creation. The next step is crafting your new spell. The Dungeon Master's Guide provides the following information on how to create a spell from scratch:
When creating a new spell, use existing spells as guidelines. Here are some things to consider:
- If a spell is so good that a caster would want to use it all the time, it might be too powerful for its level.
- A long duration or large area can make up for a lesser effect, depending on the spell.
- Avoid spells with minimal use, such as one that works only against good dragons. Though such a spell could exist in the world, few characters will bother to learn or prepare it unless they know in advance that doing so will be worthwhile.
- Make sure the spell fits with the identity of the class. Wizards and sorcerers don't typically have access to healing spells, for example, and adding a healing spell to the wizard class list would step on the cleric's turf. (DMG, pg. 283)
There's a lot of good information on what to include and not include when you dream about a neutron bomb spell that delivers 100d12 damage with a 50-mile area of effect. These guidelines are essential to consider when developing your spell concept. If you have a spell in mind, you need to discuss your idea with your GM first. There's no reason to spend the time coming up with what you think is an amazing spell if your GM doesn't allow it. They may like your idea, but saying a 5th-level spell requires mistletoe and bat guano for components or a 2nd-level spell does 10d12 damage, I can guarantee it won't fly. Be open to their suggestions and willing to make adjustments.
Balance is the most important thing to remember when creating a spell. There are a multitude of moving parts when you are making a spell. To increase damage, you must adjust another of the spell's conditions. For example, say you want to be able to cast your spell as a bonus action. You'll need to reduce the damage to maintain balance. The same applies to increasing or decreasing the spell's area of effect, damage type, etc.
The DMG does not provide a method for the character to craft the spell to be used in-game. There are some excellent articles on creating homebrew spells, but a character needs a system to craft it. Crafting a new spell should be more complex than spending a long night in a tavern at a secluded table writing away and, in the morning, having your new spell. Crafting a spell should take the character's time, money, and effort. There are three key components to crafting a spell: Research and consulting with other spellcasters to see if your spell is viable, determining the associated costs, and figuring out how much time is required.
The Spellcrafting Process
Before we start, let me point out that this system is developed specifically for the wizards in your game. Nothing says that you cannot use this system for any other class with the spellcasting ability, but here’s why I decided to focus on the wizard. A bard’s magic comes from their music, and clerics receive their spells from their god. Druid spells are derived from nature, sorcerers from a latent power they have always possessed, and warlocks from their patrons. None of these classes, nor those who cast spells as a secondary function, spent the years required to harness the powers of the arcane and would not possess the skills necessary to research and create spells. Even if they were to spend the time learning how to do so, the chances of them successfully crafting a spell are slim.
In addition, One D&D playtest material originally had two new spells that allow a wizard to modify or create a spell. In my opinion, that’s was horrible way to create a new spell. There’s no effort on the wizard's part beyond adding the modify spelll and create spell to their spellbook. It almost felt like cheating to me. Thank goodness that the Playtest 7 materials removed the spells.
Viability/Research
Just because you looked at other spells, did the math to figure out the correct amount of damage, and spent countless hours reviewing your spell with the GM doesn't mean that your character doesn't have to do the work. Finding out if your spell is feasible is probably the easiest stage of spell crafting as it requires the least amount of time and no gold. This is the phase where your wizard will discover whether the spell is even possible. They'll need to track down books filled with arcane knowledge for a little light reading or spend time discussing the idea with their fellow magic users. Your colleagues may not like your concept, but if your theory behind how to craft the spell is sound, they will tell you so.
Once you have found the appropriate arcane textbooks or wizards to listen to your idea, the process only takes a day. You didn't spend all those years learning the mysteries of the universe and how to harness the arcane power within it for nothing. You can figure out pretty quickly if your pandemic plague spell is a flight of fancy or if you have a reasonable level of success to continue the process.
After a day of research, there's a simple Intelligence check to make. Unless you roll a nat. 1, you will be able to start crafting your spell. If the dice are treating you exceptionally well, you may roll high enough to reduce the cost of crafting your spell by half, reduce the cost, or both.
Time
Crafting a spell takes time. A lot of time, depending on the spell you wish to create. A wizard must spend one week per spell level to craft their new spell, working a minimum of 8 hours a day. A cantrip takes four days to create. You’re probably thinking, “That makes it nearly impossible to create the awesome 9th-level spell I’ve been thinking about.” That’s the point. It should be hard to create a higher-level spell. If it only took a week, you could create a slew of new 7th, 8th, and 9th-level spells, throwing game balance out of whack.
Interruptions may occur during the crafting process. While wizards will take detailed notes, long periods not crafting the spell will lead to additional time needed to complete the process. An additional day is required for every day that a wizard does not work on the spell. If the wizard is unable to work on crafting a spell for an entire month, they will have to start over. Think of it this way. You’ll have plenty to do during those long downtime days.
Cost
Nothing in life is free, and creating a spell is no different. There are a variety of costs associated with crafting a spell. A safe working space will be needed, whether a quiet room within a library or university, inside a wizard's tower, or a private laboratory. If material components are required, they will need to be acquired, usually in bulk, since there is trial and error throughout the process. Use spells found in the sourcebooks as a reference guide when thinking about components. Your arcane focus won't cut it; you'll need actual physical components, and not all can come from your local market. Now you'll know the struggles of a 1st edition wizard. The DM may increase the spell's cost if it is decided that a high-value item(s) is needed to cast the spell.
Costs are based on the following formula: (500 gold x Spell level) x # of weeks to create a spell. For example, a 5th-level spell would cost (100 x 5) x 5 = 2500 gold. Cantrips cost 1/2 the cost of a first-level spell. You can find the complete chart in the attached PDF document.
Success
Barring any disasters, horrible die rolls, or having to spend a month hunting down and killing a powerful lich lest the world be destroyed, congratulations on creating your new spell! You’ll have already transcribed the spell into your spellbook as part of the process, and all you’ll have left to do is spend a long rest to put it into a spell slot. Revel in your success, and woe to the first creature that attacks you and your friends. I’m sure they’ll be the first to feel the power of your new arcane spell.