Level Up: Advanced 5th Edition
This downtime activity allows spellcasters to create rare spells by refining their knowledge.
Pick a common version of a spell that the character knows and choose one modification from the modifications table.
| Rare Spell Modifications | ||
| Modification | DC Modifier | Effect |
| Altered Effect | +0 | The spell’s primary effect is changed. This can be used to add or alter a spell’s damage type, affect what the spell targets, or otherwise modify its core effect. Examples include an invisibility spell that targets objects instead of creatures, a fireball that deals cold damage, or a lightning bolt that has a cone area. |
| Lingering Effect | +1 | The spell has a secondary effect that occurs after the spell has ended. Examples include a fireball that causes the target to take ongoing fire damage or a slow spell that leaves a target fatigued after its duration has ended. |
| Additional Effect | +2 | An additional effect is added to the spell’s primary function. Examples include an ice storm that freezes a target in place for the duration. |
| Additional Target | +2 | This spell has the means to target additional creatures. Examples include a paralyzing effect that spreads by touch or a suggestion to new targets through conversation. |
The character makes an ability check using their spellcasting ability and Arcana (artificer, sorcerer, warlock, wizard), Nature (druid, ranger), Performance (bard), or Religion (cleric, paladin). The DC of the check is based on the spell level as per Table: Rare Spell Crafting and is increased by the desired modification.
| Rare Spell Crafting | |||
| Spell Level | DC | Cost Per Week | Successful Study Weeks |
| 1st | 15 | 100 gp | 2 |
| 2nd | 16 | 150gp | 3 |
| 3rd | 17 | 200 gp | 4 |
| 4th | 18 | 300 gp | 5 |
| 5th | 19 | 500 gp | 6 |
| 6th | 20 | 1000 gp | 7 |
| 7th | 21 | 1500 gp | 8 |
| 8th | 22 | 3000 gp | 9 |
| 9th | 23 | 5000 gp | 10 |
Each check requires 1 week and the amount of indicated materials. A character requires a number of successful study weeks as listed on Table: Rare Spell Crafting. If a character succeeds the check by 5 or more, that week counts as 2 weeks for the purposes of completion. On a failure, the character makes no progress that week and the materials are consumed, and on a failure by 5 or more the materials are consumed and a week of progress is lost. The rare spell is finished when the final check succeeds.
In order to invent a rare spell, a character must have access to the appropriate type of library. Wizards and sorcerers require a collection of arcane tomes. Clerics and Paladins must have access to books of esoteric lore and theological texts. Druids need a sacred place of nature untouched by civilization. Bards utilize folios of magical compositions. Warlocks require forbidden texts and works of the occult.
Creating rare spells should be a collaboration with the DM. As always, the DM must approve any new rare spell. When in doubt, use preexisting rare spell effects for inspiration.
In addition to crafting rare spells, it is possible to create entirely new spells. This process typically requires years of work and often represents the pinnacle of a spellcaster’s career. If a character wishes to create their own spell, it should require at least 2 months per spell level and 500 gold per spell level each week. DCs for such checks and the other specifics are determined by the DM, using the rules for crafting rare spells as a guideline.