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Spell Creation Guide & Point System

The document discusses guidelines for creating spells in a roleplaying game system. It provides information on allocating spell points based on spell level and components. Spell properties like casting time, duration, range, area of effect, and damage are assigned point costs or credits. Higher level spells can affect larger areas or do more damage. Material components provide additional points depending on their cost. The guidelines aim to balance spell design around these parameters.

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0% found this document useful (0 votes)
226 views22 pages

Spell Creation Guide & Point System

The document discusses guidelines for creating spells in a roleplaying game system. It provides information on allocating spell points based on spell level and components. Spell properties like casting time, duration, range, area of effect, and damage are assigned point costs or credits. Higher level spells can affect larger areas or do more damage. Material components provide additional points depending on their cost. The guidelines aim to balance spell design around these parameters.

Uploaded by

Diego Erik
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd
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Spell Creation

Spell points
 Points are allocated to a spell based on its level, and are used to build the spell effects.
 The points available for building a spell are 1 + twice the spell’s level. Cantrips are considered
level 0.
 Additional points are added for each component used in the casting (verbal, somatic, material).
Material components with a cost add additional points.
 You may get credit back by taking lower values on common properties, or by adding flaws to a
spell.

Spell Creation Advisories


 Some properties are allowed to have negative numbers. These are not flaws; they have just
been calibrated to generally default to 0.
 A spell cannot have more than two flaws. Be cautious of flaws for anything other than dispelling
the spell effect.
 A spell with an area of effect cannot have an area size more than one level below the spell level.
(Max credit of -1.)
 A spell cannot have a damage value higher than its spell level. (Some Player Handbook spells like
Fireball violate this rule.)
 Creature-targeting exclusions should rarely be applied. Rely on resistances and immunities first
before considering a targeting exclusion.

Summary of point costs:

 Material component costs provide extra credit


 Casting time
 Duration
 Targets and Selective Targeting
 Range
 Area of effect
 Damage
 Features and Flaws
Material Component Costs

Material Cost Extra Budget Example


Trivial 0
5 gp .5 Project Image
10 gp 1 Find Familiar, Magic
Mouth
25 gp 1 Nondetection, True
Seeing
50 gp 1.5 Teleportation Circle
100 gp 2 Greater Restoration,
Identify
300 gp 2 Revivify
500 gp 2.5 Circle of Death, Raise
Dead
1000 gp 3 Resurrection
1500 gp 3 Force Cage
2000 gp 3 Clone
5000 gp 3.5 Gate
25,000 gp 4 True Resurrection

There are more values that I originally thought. Am considering a budget value based on the order of
magnitude or logarithm. Using that as a stopgap.

If the component is consumed on use, that further increases the points provided to the spell. Rate is
unknown. Double?
Casting Time

Duration Cost
1 Bonus Action +2 (review)
1 Reaction +1
1 Action 0
1 minute -1
10 minutes -2
1 hour -3
8-12 hours -4
24 hours -5

Lengthy casting times provide points back. Being able to cast a spell as a bonus action or reaction is an
additional benefit.

Any spell that can be cast as a bonus action should get careful review from the DM.

Spell Duration

Duration Cost
Instantaneous 0
1 round +1
1 minute +2
10 minutes +3
1 hour +4
8 hours +5
24 hours +6
+Concentration -2

Concentration is a limitation that will apply a -2 point flaw to a spell. One minute concentration spells
cancel out cost and flaw for a net 0 cost property.

Durations greater than 24 hours are undefined for cost.


Targets
A spell may target creatures and/or objects.

Creature types (lesser):

 Beasts
 Fey
 Humanoids
 Monstrosities
 Undead

Creature types (greater):

 Aberrations
 Celestials
 Constructs
 Dragons
 Elementals
 Fiends
 Giants

Lesser and greater creature types are generally not distinguished, but occasionally are. For spell-building
purposes, they can all be treated as one list of 12 types. Spells may be restricted to only work on one
creature type, or a subset of creature types.

Creature-targeting exclusions should rarely be applied. Rely on resistances and immunities first before
considering a targeting exclusion.

Type Cost
Self 0
Location 0
Any Creature 0
Objects +1
Exclude one creature type -0.5
Exclude all but one -5
creature type
Selective Targeting
For spells that allow individually selective targeting of more than one creature.

Cost is always +4 when allowed to select an arbitrary number of targets. Max number of targets is
(Lvl*4)/Factor, where the factor depends on the strength of the spell effect.

Baseline:

Level Max targets


1 4
2 8
3 12
4 16
5 20
6 24

Factor: 2 (eg: significant buffs such as healing)

Level Max targets


1 2
2 4
3 6
4 8
5 10
6 12

Factor: 1.5 (moderate buffs such as Bless)

Level Max targets


1 3
2 5
3 8
4 10

Factor: 1.25 (minor buffs such as Water Breathing)

Level Max targets


1 3
2 6
3 10
4 12
Spell Range

Range Cost
Self 0
Touch/5’ -2
15’ -1
30’ 0
60’ 1
90’ 1.5
120’ 2
150’ 2.5
300’ 3
⅛ mile 4
¼ mile 5
½ mile 6
1 mile 7

Touch and 5’ range is basically the same thing. 5’ is usually melee attack with a weapon, whereas Touch
is just make a melee attack, or be right next to an ally.

I get the feeling that 30’ is baseline, 0 points. 30’ is the range where an enemy can reach you and hit you
this round. 60’ is they can reach you, but can’t hit you this round. 90’ is they can hit you next round.
120’ and 150’ is it takes two rounds to reach you, and a third round to hit. 300’ is just hell and gone.

In the other direction, Touch/5’ is where they can hit you immediately. 15’ is where they can reach you
even on difficult terrain, and hit you this round.

Compared this scaling with currently reviewed spells, and found that it fit pretty well for almost all of
them. So points allocated based on risk factor of how easily the enemy can reach you from the given
distance.

Distances over 300’ don’t have a solid foundation for their costs. I just set them as +1 per doubling of
distance.
Spell area
The next factor is the area that the spell covers. Other than single-target spells, the nominal area of a
spell increases with spell level.

One difficulty with this calculation is that geometric calculations do not correspond well to actual map
squares covered. A circle with a 5’ radius only has an area a bit over 3 map square’s worth, whereas it is
intended to cover either a 10’x10’ block, or, if the description is “within 5 feet of you”, a 15’x15’ grid of 9
map squares. I’ve put together charts of different sized shapes in order to get a rough correlation
between the spell’s described area/volume, and a comparative set of units to use for pricing a spell.

The comparative units are “map units” (5’x5’ squares, with an assumed 10’ height) There is some
implication that units should be in 5’ cubes, rather than 10’ high units of 5’ squares. However a 5’x5’
square is how much space a unit ‘controls’, and up to 10’ high seems far more reasonable for a medium
creature. Each volume unit is 250 cubic feet.
Shaped volumes

Cube
Side Volume (cu.ft) Pure Volume Effective Volume
Units Units
5’ 125 0.5 1
10’ 1,000 4 4
15’ 3,375 13.5 9
20’ 8,000 32 32
25’ 15,625 62.5 50
30’ 27,000 108 108
40’ 64,000 256 256
50’ 125,000 500 500
100’ 1,000,000 4000 4000

Cone (constant 10’ height)


Length Volume (cu.ft) Pure Volume Effective Volume ~Effective Volume
Units Units at 10’ high Units at 20’ high
5’ 125 0.5 1 1
10’ 500 2 4 4
15’ 1,125 4.5 6 6
20’ 2,000 8 10 15
25’ 3,125 12.5 15 22
30’ 4,500 18 21 30
40’ 8,000 32 36 55
50’ 12,500 50 55 80
60’ 18,000 72 78 120
70’ 24,500 98 105 150
80’ 32,000 128 136 200
90’ 40,500 162 171 300
100’ 50,000 200 210 400

Cylinder
Radius Volume (cu.ft) Pure Volume Effective Volume Effective Volume
Units Units at 10’ high Units at 20’ high
5’ 785 3 4 8
10’ 3,141 13 12 24
15’ 7,069 28 32 64
20’ 12,566 50 52 104
30’ 28,274 113 112 224
40’ 50,265 201 208 416
50’ 78,540 314 316 632
60’ 113,097 452 465 930
Sphere
Radius Area Units (Strict) Area Units (High) Hemi Units Effective Volume
Units
5’ 4 4 4 8
10’ 12 12 12 24
15’ 24 32 32 64
20’ 44 52 84 168
25’ 68 80 125 250
30’ 96 112 250 500
35’ 132 148 350 700
40’ 172 208 675 1350
45’ 224 256 875 1750
50’ 284 316 1250 2500
60’ 465 2000 4000
80’ 825 5000 10000
100’ 1290 10000 20000

Note: I originally calculated sphere volume using an assumption of a center point in the center of a
square, but have moved to a more conservative value based on the center point being at an intersection
of grid lines.

In the above chart, the ‘strict’ area requires a square to be at least 90% contained within the radius to be
counted, and the ‘high’ area requires that a square must be at least 50% contained to be counted. The
high area is the preferred use, and it what is used for the determined volume.

Default Volume at Level


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
10 50000

The point cost for the area used in an AOE spell is 0 if the spell has an AOE appropriate to its level, or +1
or -1 for each level above or below the spell’s level the AOE corresponds to.
Previous version
Level Radius Area Units Hemi Units Sphere Units
C 5’ 5 5 10
1 5’ 5 5 10
2 10’ 12 12 25
3 15’ 30 30 60
4 20’ 50 80 160
5 30’ 100 250 500
6 40’ 200 675 1350
7 50’ 300 1250 2500
8 60’ 500 2000 4000
9 80’ 800 5000 10000
10 100’ 1250 10000 20000
Spell damage
The recommended spell damage values for spells are provided in a table in the Dungeon Master’s Guide
(DMG) on page 284. That table does not adequately describe the information needed for creating spells,
so more detail is provided here.

Errata: The damage value given for 2nd level single-target spells is out of line with the rest of the spell
damages when examined to compare area and single target spells. It does, however, have a slope
calculation slightly closer to exactly 8x (8.07x vs 7.88x if it gets adjusted to 4d10). Overall, it helps
suggest that the ideal values should be used, not the dice values.

Revised: A new examination puts the single target damage formula at 4.5 + 8*Lvl, and the AOE damage
as 3 + 5.5*Lvl. Also add double gains for level 9. Adjusting.

Level Dice (single) Damage Ideal Dice (area) Damage Ideal


C 1d10 5.5 4.5 1d6 3.5 3
1 2d10 11 12.5 2d6 7 8.5
2 3d10 16.5 20.5 4d6 14 14
3 5d10 27.5 28.5 6d6 21 19.5
4 6d10 33 36.5 7d6 24.5 25
5 8d10 44 44.5 8d6 28 30.5
6 10d10 55 52.5 11d6 38.5 36
7 11d10 60.5 60.5 12d6 42 41.5
8 12d10 66 68.5 13d6 45.5 47
9 15d10 82.5 84.5 14d6 49 58

The ‘Dice’ columns are transcribed from the Dungeon Master’s Guide. The Dice (single) column is for
spells that only target one creature. The Dice (area) column is for spells with an area of effect (AOE).

The Damage columns show what the average damage value for the provided dice is, and represents the
target damage you want to allow for at a given level when working solely from the DMG dice.

The ‘Ideal’ columns represent the target damage number on a linear slope based on the approximated
values represented by the die rolls. Since the dice do not increase linearly, it’s apparent that Wizards of
the Coast selected a ‘closest match’ on a linear table using common die types (d10 and d6).

Examining the results, the single target ideal damage values are 5 for Cantrips, and +8 damage for every
level above that. Area damage should be 2/3 of single target damage (or conversely, single target is 50%
more than area damage).

The damage value can be increased by 25% if, when a creature saves (or you make an attack roll), it
doesn’t take any damage, rather than taking half damage.
An AOE damage spell should never have its damage value increased by more than 50% (not including the
above 25%) when making other spell adjustments, as that’s the limit for single target damage of the
same level.

The following table shows the average damage value for N dice of the given type.

# 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

So if you wanted to create a baseline level 3 AOE spell, its target damage value would be 21 (or 19.5
using the ideal column), and you could approximate that with 8d4, 6d6, 4d8/5d8, 4d10, or 3d12.

Note that you can use the level 3 target damage level even for a level 2 or level 4 spell. The actual
damage level you picked will be used as part of the spell’s point calculations.

The points assigned for damage is twice the level of the damage tier.
Features
Special custom features of a spell have a cost based on the power of the effect.

 Trivial — A very minor, nearly incidental effect. +0.5 points.


 Minor — Some small bonus that aids in a minor way, or a moderate bonus with limitations. +1
point.
 Moderate — Some effect that has some reasonably significant effect. +2 points.
 Strong — A bonus feature that has a strong effect that can severely limit an opponent. +4 points.
 Overpowering — Additional penalties on top of severe limitations. +8 points to +12 points.
 Special — Effects that are outside the scope of the above ratings.

Saves against conditions are assumed.

Damage already has AOE effects factored in, so AOE and damage can be considered separately. However
debuffs are the same whether AOE or single target, so AOE has to increase the effective cost.
Feature Cost
Sets objects on fire +0.5
Extinguishes fires +0.5
Lightly obscures area +1
Difficult terrain +1
Deafen +1
Simple static illusion (including disguise) +1
Extinguishes magical/protected flames +1
Dispels gas and vapors +1
Gain advantage with (condition) +1
Heavily obscures area +2
Cause disadvantage on next attack +2
Gain advantage on attack +2
+1d4 to attacks and saves +2
Knock prone +2
Charmed +2
Lose concentration +2
Adjustable illusion +4
Blind (or deafen) +4
Suggested +4
Restrained +4
Incapacitated +4
Stunned +8
Paralyzed +12
Raise from dead +16
Repeat use each action Action cost
Repeat use each bonus action Action cost + 1
Move creature Distance/5’
Move object Distance/10’
Light Bright range/20’
Flaws
Flaws are aspects of the spell that hinder its effectiveness in some way, either allowing it to be dispelled
without Dispel Magic, or otherwise compromising the spell’s effectiveness.

A spell may not have more than two flaws.

Flaw Cost

Target knows it was charmed -1


Ends if you wear armor -1
Ends if target takes damage -1
Ends if target is harmed -1
Ends if spell is re-cast -1
Dispersed by strong wind -1
Dispersed by fire -2
Dispersed by medium wind -4

Target is at -4 for all checks and saves -4


Examples

Alter Self Level 2, VM = 7 points Points


Target Self 0
Range Self 0
Duration 1 hour, concentration +2
Feature Alter form: Disguise +1
Feature Alter form: Water breathing +2
Feature Alter form: Natural weapons +2
Cost 7/7

Bless Level 1, VSM = 6 points Points


Target Creatures 0
Selective targets 3 (moderate factor 1.5) +4
Range 30’ Blindness/Deafness Level 2, V = 6 points
0 Points
Duration Concentration,Target
1 minute Creatures 0 0
Feature +1d4 to attacks and saving throws
Range 30’ +2 0
Cost Duration 1 minute 6/6 +2
Feature Blind or deafen +4
Cost 6/6

Burning Hands Level 1, VS = 5 points Points


Target Creatures 0
Range Self 0
Area Clairvoyance
15’ cone = 6 units = level 1 Level 3, VSM (100gp)
0 = 11 points Points
Duration Instantaneous Target Location 0 0
Damage 3d6 AOE = levelRange
1 1 mile +2 +7
Feature Ignite flammable objects
Casting Time 10 minutes +0.5 -2
Cost Duration 2.5/5
10 minutes, concentration +1
Feature See or hear target area +5
Cost 11/11

Charm Person Level 1, VS = 5 points Points


Target Humanoids -5
Range 30’ 0
Duration 1 hour Charm Monster Level 4, VS = 11+4points Points
Bonus Wis save or charmed
Target Creature +2 0
Bonus Target is friendlyRange 30’ +1 0
Flaw Target knows it Duration
was charmed 1 hour -1 +4
Flaw Spell ends if youFeature
harm target -1
Wis save or charmed +2
Cost Feature 0/5
Target is friendly +1
Flaw Target knows it was charmed -1
Flaw Spell ends if you harm target -1
Cost 5/11
Clairvoyance Level 3, VSM (100 gp) = 11 points Points
Target Location 0
Range 1 mile +7
Casting Time 10 minutes Cloudkill Level 5, VS = 13
-2points Points
Duration 10 minutes, concentration
Range 120’ +1 2
Feature Remote ViewingArea
(choice of sight or hearing) +5 4
20’ sphere = Level -1
Cost Duration 11/11
10 minutes, concentration +1
Damage 5d8 = 22.5 pts = Level 3.5 +7
Feature Repeat damage in area +4
Feature Area moves +1
Daylight Level 3, VS = 9Flaw
points Points
Dispersed by strong wind -1
Range 60’ Cost +1 13/13
Duration 1 hour +4
Feature Light: 60’+60’ +3
Feature Dispels darkness of level 3 or lower +1
Cost 9/9

Disguise Self Level 1, VM = 5 points Points


Range Self 0
Duration 1 hour +4
Feature Disguise illusionFire Bolt Cantrip, VS = 3+1
points Points
Cost Range 120’ 5/5 2
Damage 1d10=Cantrip, single target, nothing on miss +1
Cost 3/3

Fireball Level 3, VSM = 10 points Points


Range 150’ 2.5
Area 20’ sphere = Level 4 +1
Damage 8d6=Level 5 Flame Blade Level 2, VSM =+108 points Points
Feature Sets objects on Range
fire Self +0.5 0
Cost Over baseline Casting Time Bonus action 14/10 +2
Duration 10 minutes, concentration +1
Damage 3d6 = level 1 +2
Feature Repeat damage as action +2
Fog Cloud Level 1, VS = 5 points
Feature Light: 10’+10’ Points +0.5
Range 120’ Cost +2 7.5/8
Area 20’ sphere = Level 4 +3
Duration 1 hour, concentration +2
Feature Heavily obscures area +2
Flaw Frostbitewind
Dispersed by moderate Cantrip, VS = 3-4points Points
Cost Range 60’ 5/5 1
Damage 1d6=Half Cantrip, single target, nothing on miss +0
Feature Disadvantage on next attack roll +2
Cost 3/3
Grasping Vine Level 4, VS = 11 points Points
Range 30’ 0
Casting Time Bonus action +2
Duration 1 minute, concentration 0
Feature Dex save or pulled 20 feet towards vine +4
Feature Repeat bonus as a bonus action (Action+1) +5
Cost 11/11
Gust Cantrip, VS = 3 points Points
Range 30’ 0
Feature Str check, Move a creature 5’ +1
Feature Move object 10’Gust of Wind Level 2, VSM =+18 points Points
Feature Harmless sensory effect
Range Self +0.5 0
Cost Area 2.5/3
60’x10’=24 units = Level 2 0
Duration 1 minute, concentration 0
Feature Dispels gas and vapors +1
Feature Slows movement towards caster +1
Healing Word Level 1, V = 4 points
Feature Points
Str save or pushed away 15’ +3
Range 60’ Feature Can be redirected
+1 as bonus action +1
Casting Time 1 bonus action Feature Extinguishes fires
+2 +0.5
Healing Cost
1d4 + Spellcasting modifier +2 6.5/8
Flaw Ineffective on undead or constructs -1
Cost 4/4

Hellish Rebuke Level 1, VS = 5 points Points


Range 60’ +1
Casting Time Reaction +1
Duration Instantaneous Hold Monster Level 5, VSM =014 points Points
Damage 2d10 = Level 1 Range 90’ +2 1.5
Cost Duration Concentration,4/5
1 minute 0
Feature Paralyze +12
Flaw Cannot target undead -0.5
Cost 13/14

Hold Person Level 2, VSM = 8 points Points


Range 60’ 1
Duration Concentration, 1 minute 0
Feature Paralyze Hypnotic Pattern Level 3, SM = 9+12 points Points
Flaw Can only target Range
humanoids 120’ -5 2
Cost Duration 8/8
1 minute, concentration 0
Area 30’ cube=108 units = Level 3 0
Debuff Area Level 3 area +4
Feature Wis save or incapacitated +4
Ice Knife Level 1, SM = 5 Flaw
points Points
Ends if target takes damage -1
Range 60’ Cost +1 9/9
Area 5’ sphere = Level 1 0
Damage 2d6 AOE = Level 1 +2
Damage 1d10 single = Cantrip +1
Feature Insect Plague
Extra damage effect Level 5, VSM =+1 14 points Points
Cost Range 300’ 5/5 +3
Area 20’ sphere = Level 4 -1
Duration 10 minutes, concentration +1
Damage 4d10=22 pts = Level 3.5 +7
Feature Difficult terrain +1
Cost 11/14
Light Cantrip, VM = 3 points Points
Range Touch -2
Duration 1 hour +4
Feature Light: 20’+20’ +1
Flaw Ends when re-cast -1
Cost 2/3

Lightning Bolt Level 3, VSM = 10 points Points


Range Self 0
Area 100’x5’=20x1=20 units = Lvl 2 -1
Damage 8d6=Lvl 5 Lightning Lure Cantrip, V = 2 points
10 Points
Feature Sets objects on Range
fire 15’ +0.5 -1
Cost Bonus 9.5/1010’
Str save or be pulled +2
Damage 1d8 if within 5’ +1
Cost 2/2

Mage Armor Level 1, VSM = 6 points Points


Range Touch -2
Area 1 target 0
Duration 8 hours Mass Healing Level 3, V = 8 points
+5 Points
Feature Word
Armor of 13 + Dex mod +4
Flaw Lose if you wearRange
armor 60’ -1 +1
Cost Select Targets 6 (strong buff) 6/6 +4
Casting Time Bonus action +2
Heal 1d4 + spellcasting mod +2
Flaw Does not affect undead or constructs -1
Minor Illusion Cantrip, SM = 3Cost
points Points 8/8
Range 30’ 0
Area 5’ cube = Level 0 0
Duration 1 minute +2
Feature Basic illusion +1
Cost 3/3

Raise Dead Level 5, VSM (500gp/consumed) = 20? points Points


Range Touch -2
Casting Time 1 hour -3
Duration Instantaneous Revivify Level 3, VSM (300gp/consumed)
0 = 14? points Points
Feature Return creatureRange
to life Touch +16 -2
Feature Can raise for upCasting
to 10 days after death
Time 1 action +3 0
Feature Neutralize poison/disease
Duration Instantaneous +4 0
Feature Closes mortal wounds
Feature Return creature +4to life +16
Flaw -4 penalty to allFeature
checks and saves, reduce 1/day
Can raise for up-2to 1 minute after death 0
Cost Cost 20/20 14/14
Shatter Level 2, VSM = 8 points Points
Range 60’ +1
Area 10’ radius = Level 2 0
Damage 3d8=13.5 = LevelShield
2 Level 1, VS = 5+4
points Points
Feature Damage objectsCasting time Reaction +1 +1
Feature Inorganics haveRange
disadvantage on saveSelf +1 0
Cost Duration 1 round 7/8 +1
Feature +5 AC +4
Feature Null Magic Missile +1
Cost 7/5

Silent Image Level 1, VSM = 6 points Points


Range 60’ 1
Area 15’ cube = 13 units = Level 1 0
Duration Sleep
10 minutes, concentration Level 1, VSM =+16 points Points
Feature Adjustable illusion
Casting time 1 action +3 0
Cost Range 90’ 5/6 1.5
Duration 1 minute +2
Select targets Sleep 5d8 hit points, nonscaling uncontrolled +2
selection
Sleet Storm Level 3, VSMCost= 10 points Points 5.5/6
Range 150’ 2.5
Area 20’ high, 40’ radius cylinder = 200 area / 400 +1
volume = Lvl 4
Duration 1 minute, concentration 0
Feature Heavily obscured +2
Feature Extinguishes fires +0.5
Feature Difficult terrain +1
Feature Dex check or prone +2
Feature Con check or lose concentration +1
Cost 10/10

Snilloc’s Snowball Level 2, VSM = 8 points Points


Swarm
Range 90’ 1.5
Area 5’ radius = LevelSpirit
1 Guardians Level 3, VSM =-110 points Points
Damage 3d6=10.5 = Level 1
Range Self +2 0
Cost Area 15’ radius, level2.5/8
3 0
Duration 10 minutes, concentration +1
Damage 3d8 = level 2 +4
Feature Half movement speed +1
Spiritual Weapon Level 2, VS = 7 points
Feature Points
Designate unaffected +4
Range 60’ Cost +1 10/10
Duration 1 minute +2
Damage 1d8 + spellcasting mod = level 1 +2
Feature Repeat as bonus action (Action+1) +3
Cost 8/7
Storm Sphere Level 4, VS = 11 points Points
Range 150’ 2.5
Area 20’ radius = Level 4 0
Duration Suggestion
1 minute, concentration Level 2, VM = 70 points Points
Damage 2d6 AOE = LevelRange
1 30’ +2 0
Damage 4d6 single, bonus = Level 1
Duration +2
8 hours, concentration +3
Feature Repeat damageFeature
as bonus action +3
Wis save or suggested +4
Feature Extra damage range
Cost +1 7/7
Feature Penalize hearing +1
Cost 11.5/11

Tidal Wave Level 3, VSM = 10 points Points


Range 120’ 2
Area 30’x10’=6x2 = 12 units = Level 2 -1
Damage 4d8=18 pts = LvlWarding
3 Wind Level 2, V = 6 points
+6 Points
Feature Dex save or prone
Range Self +2 0
Cost Area 9/10
10’ radius = Level 2 0
Duration 10 minutes, concentration +1
Feature Dispels gas and vapors +1
Feature Difficult terrain +1
Water Breathing Level 3, VSM = 10 points
Feature Ranged weapons Points
disadvantage +1
Casting Feature
Ritual (10 minutes) Deafens (including
-2 caster) +1
Range 30’ Feature Extinguishes fires
0 +0.5
Duration 24 hours Cost +6 5.5/6
Select targets 10 (minor factor 1.25) +4
Feature Water breathing +2
Cost 10/10
Web Level 2, VSM = 8 points Points
Range 60’ +1
Area 20’ cube = 16 area/32 volume = Lvl 2 0
Duration 1 hour, concentration +2
Feature Lightly obscures area +1
Feature Difficult terrain +1
Feature Dex check or restrained +4
Feature Does damage if burned +1
Flaw Spell ends if burned -2
Cost 8/8

Witch Bolt Level 1, VSM = 6 points Points


Range 30’ 0
Duration 1 minute, concentration 0
Damage 1d12 +1
Feature Repeat damage as action +2
Feature Repeated damage doesn’t need new check +2
Flaw Ends if you use action for anything else -2
Flaw Ends if target is out of range or has total cover -2
Cost 1/6
Created Spells

Snow Flurry Level 2, VSM = 8 points Points


Range 60’ +1
Area 30’ sphere = Level 6 +4
Duration Avalanche
10 minutes, concentration Level 3, VSM =+110 points Points
Feature Int save or heavily obscures area
Range 300’ +1 +3
Feature Difficult terrain Area +1 = Level 2
40’x20’=32 units -1
Cost Damage 8/8 3
5d8 = 22.5 = Level +6
Feature Str save or knocked prone +2
Cost 10/10

Blizzard Level 4, VSM = 12 points Points


Range 120’ +2
Area 20’ high, 40’ radius cylinder = Level 4 0
Duration 1 minute, concentration 0
Damage 3d6=10.5 = Level 1 +2
Feature Gust2
Heavily obscures area Cantrip, VS = 3 points
+2 Points
Feature Rangewinds
Deafens from strong 30’ +1 0
Feature Difficult terrain Feature Str check, Move+1a creature 5’ +0.5
Feature Dex save or prone Feature Str check, Knock
+2creature prone +2
Feature Con save or loseFeature
concentration Move object 10’+1 +0.5
Feature Feature
Extinguishes magical/protected Harmless sensory
flames +1 effect +0
Cost Cost 12/12 3/3

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