- Dmg Guidelines For Creating A Spell List
- Dmg Guidelines For Creating A Spell Free
- Dmg Guidelines For Creating A Spell In English
- Dmg Guidelines For Creating A Spell Card
- Dmg Guidelines For Creating A Spell New
- Dmg Guidelines For Creating A Spell In Excel
- Fifth Age Spell Creation Rules 2E Editor’s Note:These rules are to be used in addition to the rules presented for the Sorcerer and Mystic classes for 2E which are available in the Classes and Prestige Classes Section. In creating spells for mystics and sorcerers there are several options a spell Read More.
- Guidance is a spell that's available as of level 0, with a castingtime of 1 Action for D&D 5e - Read up on all the spells on DND-Spells Dungeons and Dragons 5e - Spells, Tools, Spell cards, Spellbooks'.
- Jan 07, 2020 There is info in the DMG on creating custom spells (pg 283), most of the info is around Spell Damage or ensuring that it's not too OP. But going with a theme in mind is always a good idea. Another way to start is to reskin an existing spell. For example, I have a Shadow Sorcerer that I'm about to play on Out of the Abyss.
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Nov 11, 2014 CREATING NEW CHARACTER OPTIONS If the options for player characters in the Player’s Handbook don’t meet all the needs of your campaign, you can consult Chapter 9 of the DMG: Dungeon Master’s Workshop for advice on creating new race, class, and background options. As with everything on the wiki, please make sure that you are familiar with the precedent, which in this case for items is set by the 5th edition corebooks, the Player's Handbook, (PHB) and Dungeon Master's Guide, (DMG). Explicit guidelines for creating a magical item are provided on 5e DMG pp. Naming Your Item Mundane Equipment.
Home > Magic Items > Creating Magic Items
To create magic items, spellcasters use special feats. They invest time, money, and their own personal energy (in the form of experience points) in an item’s creation.
Note that all items have prerequisites in their descriptions. These prerequisites must be met for the item to be created. Most of the time, they take the form of spells that must be known by the item’s creator (although access through another magic item or spellcaster is allowed).
While item creation costs are handled in detail below, note that normally the two primary factors are the caster level of the creator and the level of the spell or spells put into the item. A creator can create an item at a lower caster level than her own, but never lower than the minimum level needed to cast the needed spell. Using metamagic feats, a caster can place spells in items at a higher level than normal.
Magic supplies for items are always half of the base price in gp and 1/25 of the base price in XP. For many items, the market price equals the base price.
Armor, shields, weapons, and items with a value independent of their magically enhanced properties add their item cost to the market price. The item cost does not influence the base price (which determines the cost of magic supplies and the experience point cost), but it does increase the final market price.
In addition, some items cast or replicate spells with costly material components or with XP components. For these items, the market price equals the base price plus an extra price for the spell component costs. Each XP in the component costs adds 5 gp to the market price. The cost to create these items is the magic supplies cost and the base XP cost (both determined by the base price) plus the costs for the components. Descriptions of these items include an entry that gives the total cost of creating the item.
The creator also needs a fairly quiet, comfortable, and well-lit place in which to work. Any place suitable for preparing spells is suitable for making items. Creating an item requires one day per 1,000 gp in the item’s base price, with a minimum of at least one day. Potions are an exception to this rule; they always take just one day to brew. The character must spend the gold and XP at the beginning of the construction process.
The caster works for 8 hours each day. He cannot rush the process by working longer each day. But the days need not be consecutive, and the caster can use the rest of his time as he sees fit.
A character can work on only one item at a time. If a character starts work on a new item, all materials used and XP spent on the under-construction item are wasted.
The secrets of creating artifacts are long lost.
Magic Item | Feat | Item Cost | Spell Component Costs | Magic Supplies Cost | Base Price4 | |
---|---|---|---|---|---|---|
Material2 | XP3 | |||||
An item’s market price is the sum of the item cost, spell component costs, and the base price. | ||||||
Armor | Craft Magic Arms And Armor | Masterwork armor | Cost × 50 (usually none) | × 50 (usually none) × 5 gp | ½ the value on Table: Armor and Shields | Value on Table: Armor and Shields |
Shield | Craft Magic Arms And Armor | Masterwork shield | × 50 (usually none) | × 50 (usually none) × 5 gp | ½ the value on Table: Armor and Shields | Value on Table: Armor and Shields |
Weapon | Craft Magic Arms And Armor | Masterwork weapon | × 50 (usually none) | × 50 (usually none) × 5 gp | ½ the value on Table: Weapons | Value on Table: Weapons |
Potion | Brew Potion | -- | Cost (usually none) | Cost (usually none) | 25 × level of spell × level of caster | 50 × level of spell × level of caster |
Ring | Forge Ring | -- | × 50 | × 50 × 5 gp | Special, see Table: Estimating Magic Item Gold Price Values | Special, see Table: Estimating Magic Item Gold Price Values |
Rod | Craft Rod | --1 | × 50 (often none) | × 50 (often none) | Special, see Table: Estimating Magic Item Gold Price Values | Special, see Table: Estimating Magic Item Gold Price Values |
Scroll | Scribe Scroll | -- | Cost (usually none) | Cost (usually none) | 12.5 × level of spell × level of caster | 25 × level of spell × level of caster |
Staff | Craft Staff | Masterwork quarterstaff | × 50 / (# of charges used to activate spell) | × 50 × 5 gp / (# of charges used to activate spell) | See Creating Staffs | See Creating Staffs |
Wand | Craft Wand | -- | × 50 | × 50 × 5 gp | 375 × level of spell × level of caster | 750 × level of spell × level of caster |
Wondrous Item | Craft Wondrous Item | --5 | × 50 (usually none) | × 50 (usually none)× 5 gp | Special, see Table: Estimating Magic Item Gold Price Values | Special, see Table: Estimating Magic Item Gold Price Values |
| ||
Effect | Base Price | Example |
---|---|---|
Ability bonus (enhancement) | Bonus squared × 1,000 gp | Gloves of Dexterity +2 |
Armor bonus (enhancement) | Bonus squared × 1,000 gp | +1 chainmail |
Bonus spell | Spell level1 squared × 1,000 gp | Pearl of power |
AC bonus (deflection) | Bonus squared × 2,000 gp | Ring of protection +3 |
AC bonus (other)2 | Bonus squared × 2,500 gp | Ioun stone, dusty rose prism |
Natural armor bonus (enhancement) | Bonus squared × 2,000 gp | Amulet of natural armor +1 |
Save bonus (resistance) | Bonus squared × 1,000 gp | Cloak of resistance +5 |
Save bonus (other)2 | Bonus squared × 2,000 gp | Stone of good luck |
Skill bonus (competence) | Bonus squared × 100 gp | Cloak of elvenkind |
Spell resistance | 10,000 gp per point over SR 12; SR 13 minimum | Mantle of spell resistance |
Weapon bonus (enhancement) | Bonus squared × 2,000 gp | +1 longsword |
Spell Effect | Base Price | Example |
Single use, spell completion | Spell level1 × caster level × 25 gp | Scroll of haste |
Single use, use-activated | Spell level1 × caster level × 50 gp | Potion of cure light wounds |
50 charges, spell trigger | Spell level1 × caster level × 750 gp | Wand of fireball |
Command word | Spell level1 × caster level × 1,800 gp | Cape of the mountebank |
Use-activated or continuous | Spell level1 × caster level × 2,000 gp3 | Lantern of revealing |
Special | Base Price Adjustment | Example |
Charges per day | Divide by (5 divided by charges per day) | Boots of teleportation |
Uncustomary space limitation4 | Multiply entire cost by 1.5 | Helm of teleportation |
No space limitation5 | Multiply entire cost by 2 | Ioun stone |
Multiple different abilities | Multiply lower item cost by 1.5 | Helm of brilliance |
Charged (50 charges) | ½ unlimited use base price | Ring of the ram |
Component | Extra Cost | Example |
Armor, shield, or weapon | Add cost of masterwork item | +1 composite longbow |
Spell has material component cost | Add directly into price of item per charge6 | Wand of stoneskin |
Spell has XP cost | Add 5 gp per 1 XP per charge6 | Ring of three wishes |
Magic Item Gold Piece Values
Many factors must be considered when determining the price of new magic items. The easiest way to come up with a price is to match the new item to an item that is already priced that price as a guide. Otherwise, use the guidelines summarized on Table: Estimating Magic Item Gold Price Values.
Multiple Similar Abilities
For items with multiple similar abilities that don’t take up space on a character’s body use the following formula: Calculate the price of the single most costly ability, then add 75% of the value of the next most costly ability, plus one-half the value of any other abilities.
Multiple Different Abilities
Abilities such as an attack roll bonus or saving throw bonus and a spell-like function are not similar, and their values are simply added together to determine the cost. For items that do take up a space on a character’s body each additional power not only has no discount but instead has a 50% increase in price.
0-Level Spells
When multiplying spell levels to determine value, 0-level spells should be treated as ½ level.
Other Considerations
Once you have a final cost figure, reduce that number if either of the following conditions applies:
Item Requires Skill to Use
Some items require a specific skill to get them to function. This factor should reduce the cost about 10%.
Item Requires Specific Class or Alignment to Use
Even more restrictive than requiring a skill, this limitation cuts the cost by 30%.
Prices presented in the magic item descriptions (the gold piece value following the item’s caster level) are the market value, which is generally twice what it costs the creator to make the item.
Since different classes get access to certain spells at different levels, the prices for two characters to make the same item might actually be different. An item is only worth two times what the caster of lowest possible level can make it for. Calculate the market price based on the lowest possible level caster, no matter who makes the item.
Not all items adhere to these formulas directly. The reasons for this are several. First and foremost, these few formulas aren’t enough to truly gauge the exact differences between items. The price of a magic item may be modified based on its actual worth. The formulas only provide a starting point. The pricing of scrolls assumes that, whenever possible, a wizard or cleric created it. Potions and wands follow the formulas exactly. Staffs follow the formulas closely, and other items require at least some judgment calls.
Masterwork Items
Masterwork items are extraordinarily well-made items. They are more expensive, but they benefit the user with improved quality. https://architectsunicfirst.weebly.com/blog/gta-v-cd-key-generator-pc. They are not magical in any way. However, only masterwork items may be enhanced to become magic armor and weapons. (Items that are not weapons or armor may or may not be masterwork items.)
Creating Magic Armor
To create magic armor, a character needs a heat source and some iron, wood, or leatherworking tools. He also needs a supply of materials, the most obvious being the armor or the pieces of the armor to be assembled. Armor to be made into magic armor must be masterwork armor, and the masterwork cost is added to the base price to determine final market value. Additional magic supplies costs for the materials are subsumed in the cost for creating the magic armor—half the base price of the item.
Creating magic armor has a special prerequisite: The creator’s caster level must be at least three times the enhancement bonus of the armor. If an item has both an enhancement bonus and a special ability, the higher of the two caster level requirements must be met.
Magic armor or a magic shield must have at least a +1 enhancement bonus to have any of the abilities listed on Table: Armor Special Abilities and Table: Shield Special Abilities.
If spells are involved in the prerequisites for making the armor, the creator must have prepared the spells to be cast (or must know the spells, in the case of a sorcerer or bard), must provide any material components or focuses the spells require, and must pay any XP costs required for the spells. The act of working on the armor triggers the prepared spells, making them unavailable for casting during each day of the armor’s creation. (That is, those spell slots are expended from his currently prepared spells, just as if they had been cast.)
Creating some armor may entail other prerequisites beyond or other than spellcasting. See the individual descriptions for details.
Crafting magic armor requires one day for each 1,000 gp value of the base price.
Dmg Guidelines For Creating A Spell List
Item Creation Feat Required
Craft Magic Arms and Armor.
Creating Magic Weapons
To create a magic weapon, a character needs a heat source and some iron, wood, or leatherworking tools. She also needs a supply of materials, the most obvious being the weapon or the pieces of the weapon to be assembled. Only a masterwork weapon can become a magic weapon, and the masterwork cost is added to the total cost to determine final market value. Additional magic supplies costs for the materials are subsumed in the cost for creating the magic weapon—half the base price given on Table: Weapons, according to the weapon’s total effective bonus.
Creating a magic weapon has a special prerequisite: The creator’s caster level must be at least three times the enhancement bonus of the weapon. If an item has both an enhancement bonus and a special ability the higher of the two caster level requirements must be met.
A magic weapon must have at least a +1 enhancement bonus to have any of the abilities listed on Table: Melee Weapon Special Abilities or Table: Ranged Weapon Special Abilities.
If spells are involved in the prerequisites for making the weapon, the creator must have prepared the spells to be cast (or must know the spells, in the case of a sorcerer or bard) but need not provide any material components or focuses the spells require, nor are any XP costs inherent in a prerequisite spell incurred in the creation of the item. The act of working on the weapon triggers the prepared spells, making them unavailable for casting during each day of the weapon’s creation. (That is, those spell slots are expended from his currently prepared spells, just as if they had been cast.)
At the time of creation, the creator must decide if the weapon glows or not as a side-effect of the magic imbued within it. This decision does not affect the price or the creation time, but once the item is finished, the decision is binding.
Creating magic double-headed weapons is treated as creating two weapons when determining cost, time, XP, and special abilities.
Creating some weapons may entail other prerequisites beyond or other than spellcasting. See the individual descriptions for details.
Crafting a magic weapon requires one day for each 1,000 gp value of the base price.
Item Creation Feat Required
Craft Magic Arms and Armor.
Creating Potions
The creator of a potion needs a level working surface and at least a few containers in which to mix liquids, as well as a source of heat to boil the brew. In addition, he needs ingredients. The costs for materials and ingredients are subsumed in the cost for brewing the potion—25 gp × the level of the spell × the level of the caster.
All ingredients and materials used to brew a potion must be fresh and unused. The character must pay the full cost for brewing each potion. (Economies of scale do not apply.)
The imbiber of the potion is both the caster and the target. Spells with a range of personal cannot be made into potions.
The creator must have prepared the spell to be placed in the potion (or must know the spell, in the case of a sorcerer or bard) and must provide any material component or focus the spell requires.
If casting the spell would reduce the caster’s XP total, he pays the XP cost upon beginning the brew in addition to the XP cost for making the potion itself. Material components are consumed when he begins working, but a focus is not. (A focus used in brewing a potion can be reused.) The act of brewing triggers the prepared spell, making it unavailable for casting until the character has rested and regained spells. (That is, that spell slot is expended from his currently prepared spells, just as if it had been cast.) Brewing a potion requires one day.
Item Creation Feat Required
Brew Potion.
Spell Level | Clr, Drd, Wiz | Sor | Brd | Pal, Rgr1 |
---|---|---|---|---|
Prices assume that the potion was made at the minimum caster level. | ||||
0 | 25 gp | 25 gp | 25 gp | -- |
1st | 50 gp | 50 gp | 100 gp | 100 gp |
2nd | 300 gp | 400 gp | 400 gp | 400 gp |
3rd | 750 gp | 900 gp | 1,050 gp | 750 gp |
Spell Level | Clr, Drd, Wiz | Sor | Brd | Pal, Rgr1 |
---|---|---|---|---|
Costs assume that the creator makes the potion at the minimum caster level. | ||||
0 | 12 gp 5 sp +1 XP | 12 gp 5 sp +1 XP | 12 gp 5 sp +1 XP | -- |
1st | 25 gp +2 XP | 25 gp +2 XP | 50 gp +4 XP | 50 gp +4 XP |
2nd | 150 gp +12 XP | 200 gp +16 XP | 200 gp +16 XP | 200 gp +16 XP |
3rd | 375 gp +30 XP | 450 gp +36 XP | 525 gp +42 XP | 375 gp +30 XP |
Creating Rings
To create a magic ring, a character needs a heat source. He also needs a supply of materials, the most obvious being a ring or the pieces of the ring to be assembled. The cost for the materials is subsumed in the cost for creating the ring. Ring costs are difficult to formularize. Refer to Table: Estimating Magic Item Gold Price Values and use the ring prices in the ring descriptions as a guideline. Creating a ring generally costs half the ring’s market price.
Rings that duplicate spells with costly material or XP components add in the value of 50 × the spell’s component cost. Having a spell with a costly component as a prerequisite does not automatically incur this cost. The act of working on the ring triggers the prepared spells, making them unavailable for casting during each day of the ring’s creation. (That is, those spell slots are expended from his currently prepared spells, just as if they had been cast.)
Creating some rings may entail other prerequisites beyond or other than spellcasting. See the individual descriptions for details.
Forging a ring requires one day for each 1,000 gp of the base price.
Item Creation Feat Required
Forge Ring.
Creating Rods
To create a magic rod, a character needs a supply of materials, the most obvious being a rod or the pieces of the rod to be assembled. The cost for the materials is subsumed in the cost for creating the rod. Rod costs are difficult to formularize. Refer to Table: Estimating Magic Item Gold Price Values and use the rod prices in the rod descriptions as a guideline. Creating a rod costs half the market value listed.
If spells are involved in the prerequisites for making the rod, the creator must have prepared the spells to be cast (or must know the spells, in the case of a sorcerer or bard) but need not provide any material components or focuses the spells require, nor are any XP costs inherent in a prerequisite spell incurred in the creation of the item. The act of working on the rod triggers the prepared spells, making them unavailable for casting during each day of the rod’s creation. (That is, those spell slots are expended from his currently prepared spells, just as if they had been cast.)
Creating some rods may entail other prerequisites beyond or other than spellcasting. See the individual descriptions for details.
Crafting a rod requires one day for each 1,000 gp of the base price.
Item Creation Feat Required
Craft Rod.
Creating Scrolls
To create a scroll, a character needs a supply of choice writing materials, the cost of which is subsumed in the cost for scribing the scroll—12.5 gp × the level of the spell × the level of the caster.
All writing implements and materials used to scribe a scroll must be fresh and unused. A character must pay the full cost for scribing each spell scroll no matter how many times she previously has scribed the same spell.
The creator must have prepared the spell to be scribed (or must know the spell, in the case of a sorcerer or bard) and must provide any material component or focus the spell requires. If casting the spell would reduce the caster’s XP total, she pays the cost upon beginning the scroll in addition to the XP cost for making the scroll itself. Likewise, a material component is consumed when she begins writing, but a focus is not. (A focus used in scribing a scroll can be reused.) The act of writing triggers the prepared spell, making it unavailable for casting until the character has rested and regained spells. (That is, that spell slot is expended from her currently prepared spells, just as if it had been cast.)
Scribing a scroll requires one day per each 1,000 gp of the base price.
Item Creation Feat Required
Scribe Scroll.
Spell Level | Clr, Drd, Wiz | Sor | Brd | Pal, Rgr1 |
---|---|---|---|---|
Prices assume that the scroll was made at the minimum caster level. | ||||
0 | 12 gp 5 sp | 12 gp 5 sp | 12 gp 5 sp | -- |
1st | 25 gp | 25 gp | 50 gp | 50 gp |
2nd | 150 gp | 200 gp | 200 gp | 200 gp |
3rd | 375 gp | 450 gp | 525 gp | 375 gp |
4th | 700 gp | 800 gp | 1,000 gp | 700 gp |
5th | 1,125 gp | 1,250 gp | 1,625 gp | -- |
6th | 1,650 gp | 1,800 gp | 2,400 gp | -- |
7th | 2,275 gp | 2,450 gp | -- | -- |
8th | 3,000 gp | 3,200 gp | -- | -- |
9th | 3,825 gp | 4,050 gp | -- | -- |
Spell Level | Clr, Drd, Wiz | Sor | Brd | Pal, Rgr1 |
---|---|---|---|---|
Costs assume that the creator makes the scroll at the minimum caster level. | ||||
0 | 6 gp 2 sp 5 cp +1 XP | 6 gp 2 sp 5 cp +1 XP | 6 gp 2 sp 5 cp +1 XP | -- |
1st | 12 gp 5 sp +1 XP | 12 gp 5 sp +1 XP | 25 gp +1 XP | 25 gp +2 XP |
2nd | 75 gp +6 XP | 100 gp +8 XP | 100 gp +8 XP | 100 gp +8 XP |
3rd | 187 gp 5 sp +15 XP | 225 gp +18 XP | 262 gp 5 sp +21 XP | 187 gp 5 sp +15 XP |
4th | 350 gp +28 XP | 400 gp +32 XP | 500 gp +40 XP | 350 gp +28 XP |
5th | 562 gp 5 sp +45 XP | 625 gp +50 XP | 812 gp 5 sp +65 XP | -- |
6th | 826 gp +66 XP | 900 gp +72 XP | 1,200 gp +96 XP | -- |
7th | 1,135 gp 5 sp +91 XP | 1,225 gp +98 XP | -- | -- |
8th | 1,500 gp +120 XP | 1,600 gp +128 XP | -- | -- |
9th | 1,912 gp 5 sp +153 XP | 2, 025 gp +162 XP | -- | -- |
Creating Staffs
To create a magic staff, a character needs a supply of materials, the most obvious being a staff or the pieces of the staff to be assembled.
The cost for the materials is subsumed in the cost for creating the staff—375 gp × the level of the highest-level spell × the level of the caster, plus 75% of the value of the next most costly ability (281.25 gp × the level of the spell × the level of the caster), plus one-half of the value of any other abilities (187.5 gp × the level of the spell × the level of the caster). Staffs are always fully charged (50 charges) when created.
If desired, a spell can be placed into the staff at only half the normal cost, but then activating that particular spell costs 2 charges from the staff. The caster level of all spells in a staff must be the same, and no staff can have a caster level of less than 8th, even if all the spells in the staff are low-level spells.
The creator must have prepared the spells to be stored (or must know the spell, in the case of a sorcerer or bard) and must provide any focus the spells require as well as material and XP component costs sufficient to activate the spell a maximum number of times (50 divided by the number of charges one use of the spell expends). This is in addition to the XP cost for making the staff itself. Material components are consumed when he begins working, but focuses are not. (A focus used in creating a staff can be reused.) The act of working on the staff triggers the prepared spells, making them unavailable for casting during each day of the staff’s creation. (That is, those spell slots are expended from his currently prepared spells, just as if they had been cast.)
Creating a few staffs may entail other prerequisites beyond spellcasting. See the individual descriptions for details.
Crafting a staff requires one day for each 1,000 gp of the base price.
Item Creation Feat Required
Craft Staff.
Creating Wands
To create a magic wand, a character needs a small supply of materials, the most obvious being a baton or the pieces of the wand to be assembled. The cost for the materials is subsumed in the cost for creating the wand—375 gp × the level of the spell × the level of the caster. Wands are always fully charged (50 charges) when created.
The creator must have prepared the spell to be stored (or must know the spell, in the case of a sorcerer or bard) and must provide any focuses the spell requires. Fifty of each needed material component are required, one for each charge. If casting the spell would reduce the caster’s XP total, she pays the cost (multiplied by 50) upon beginning the wand in addition to the XP cost for making the wand itself. Likewise, material components are consumed when she begins working, but focuses are not. (A focus used in creating a wand can be reused.) The act of working on the wand triggers the prepared spell, making it unavailable for casting during each day devoted to the wand’s creation. (That is, that spell slot is expended from her currently prepared spells, just as if it had been cast.)
Crafting a wand requires one day per each 1,000 gp of the base price.
Item Creation Feat Required
Craft Wand.
Spell Level | Clr, Drd, Wiz | Sor | Brd | Pal, Rgr1 |
---|---|---|---|---|
Prices assume that the wand was made at the minimum caster level. | ||||
0 | 375 gp | 375 gp | 375 gp | -- |
1st | 750 gp | 750 gp | 1,500 gp | 1,500 gp |
2nd | 4,500 gp | 6,000 gp | 6,000 gp | 6,000 gp |
3rd | 11,250 gp | 13,500 gp | 15,750 gp | 11,250 gp |
4th | 21,000 gp | 24,000 gp | 30,000 gp | 21,000 gp |
Spell Level | Clr, Drd, Wiz | Sor | Brd | Pal, Rgr1 |
---|---|---|---|---|
Costs assume that the creator makes the wand at the minimum caster level. | ||||
0 | 187 gp 5 sp +15 XP | 187 gp 5 sp +15 XP | 187 gp 5 sp +15 XP | -- |
1st | 375 gp +30 XP | 375 gp +30 XP | 750 gp +60 XP | 750 gp +60 XP |
2nd | 2,250 gp +180 XP | 3,000 gp +240 XP | 3,000 gp +240 XP | 3,000 gp +240 XP |
3rd | 5,625 gp +450 XP | 6,750 gp +540 XP | 7,875 gp +630 XP | 5,625 gp +450 XP |
4th | 10,500 gp +840 XP | 12,000 gp +960 XP | 15,000 gp +1200 XP | 10,500 gp +840 XP |
Creating Wondrous Items
![Guidelines Guidelines](/uploads/1/3/3/9/133907423/927673366.webp)
To create a wondrous item, a character usually needs some sort of equipment or tools to work on the item. She also needs a supply of materials, the most obvious being the item itself or the pieces of the item to be assembled. The cost for the materials is subsumed in the cost for creating the item. Wondrous item costs are difficult to formularize. Refer to Table: Estimating Magic Item Gold Price Values and use the item prices in the item descriptions as a guideline. Creating an item costs half the market value listed.
If spells are involved in the prerequisites for making the item, the creator must have prepared the spells to be cast (or must know the spells, in the case of a sorcerer or bard) but need not provide any material components or focuses the spells require, nor are any XP costs inherent in a prerequisite spell incurred in the creation of the item. The act of working on the item triggers the prepared spells, making them unavailable for casting during each day of the item’s creation. (That is, those spell slots are expended from his currently prepared spells, just as if they had been cast.)
Creating some items may entail other prerequisites beyond or other than spellcasting. See the individual descriptions for details.
Crafting a wondrous item requires one day for each 1,000 gp of the base price.
Item Creation Feat Required
Craft Wondrous Item.
Intelligent Item Creation
Dmg Guidelines For Creating A Spell Free
![Guidelines Guidelines](/uploads/1/3/3/9/133907423/544995373.png)
To create an intelligent item, a character must have a caster level of 15th or higher. Time and creation cost are based on the normal item creation rules, with the market price values on Table: Item Intelligence, Wisdom, Charisma, and Capabilities treated as additions to time, gp cost, and XP cost. The item’s alignment is the same as its creator’s. Determine other features randomly, following the guidelines in the relevant section.
Adding New Abilities
A creator can add new magical abilities to a magic item with no restrictions. The cost to do this is the same as if the item was not magical. Thus, a +1 longsword can be made into a +2 vorpal longsword, with the cost to create it being equal to that of a +2 vorpal sword minus the cost of a +1 sword.
If the item is one that occupies a specific place on a character’s body the cost of adding any additional ability to that item increases by 50%. For example, if a character adds the power to confer invisibility to her ring of protection +2, the cost of adding this ability is the same as for creating a ring of invisibility multiplied by 1.5.
Body Slot | Affinity |
---|---|
Headband, helmet | Mental improvement, ranged attacks |
Hat | Interaction |
Phylactery | Morale, alignment |
Eye lenses, goggles | Vision |
Cloak, cape, mantle | Transformation, protection |
Amulet, brooch, medallion, necklace, periapt, scarab | Protection, discernment |
Robe | Multiple effects |
Shirt | Physical improvement |
Vest, vestment | Class ability improvement |
Bracers | Combat |
Bracelets | Allies |
Gloves | Quickness |
Gauntlets | Destructive power |
Belt | Physical improvement |
Boots | Movement |
Body Slot Affinities
Each location on the body, or body slot, has one or more affinities: a word or phrase that describes the general function or nature of magic items designed for that body slot. Body slot affinities are deliberately broad, abstract categorizations, because a hard-and-fast rule can’t cover the great variety among wondrous items.
You can use the affinities in the list below to guide your decisions on which magic items should be allowed in which body slots. And when you design your own magic items, the affinities give you some guidance for what form a particular item should take.
Some body slots have different affinities for different specific items.
Wondrous items that don’t match the affinity for a particular body slot should cost 50% more than wondrous items that match the affinity.
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Pages 283 and 284 of the Dungeon Master's Guide provide some basic advice for creating spells. This page builds on those guidelines and more thoroughly analyzes them. Many standards set on this page are based on SRD spells.
This page assumes you understand the content on the pages 5e SRD:About Spells and 5e SRD:Casting a Spell. It is also assumed you are generally familiar with how spells work in 5th edition (e.g., no 'caster level'; concentration is a thing; cantrips scale with your character level and not your class level; etc).
- 2Class identity
- 3Saving Throws and Attack Rolls
- 4Balancing
- 4.1Damage
- 4.3Effect duration
Fundamental considerations[edit]
Whenever possible, look for an SRD spell to use as a guideline. Chances are there is at least one spell that has something in common with what you have in mind.
In practice, simpler is generally better. A spell with a simpler effect is easier to remember without reference, and is generally easier to use. Complex spells aren't inherently bad, of course, but complexity for the sake of complexity is usually undesirable.
Class identity[edit]
When creating a spell for existing classes (as opposed to a homebrew class you are making), take into consideration the style of spells available to that class. Clerics, for instance, don't go around casting explosive fireballs or arcane magic, just as wizards and sorcerers don't wield spells based on divinity or healing wounds. Summaries of each class's spellcasting identity are listed below.
Artificer[edit]
Artificer spells tend to focus on item iteration, study of the arcane, and enhancing either their ability to do things or their allies ability to do things. They tend to have very little spells which directly aid in combat via healing or by dealing damage.
Bard[edit]
Bard spells are usually subtle and focus on interaction far more than the spells of other classes. Few bard spells are blatantly harmful to their targets, but those that inflict damage usually inflict either thunder damage, psychic damage, or damage based on a weapon. They notably lack any spells which strongly invoke elements like ice and fire, or any spells that conjure creatures—such spells would likely clash with the bard motif.
While bards can cast protective and healing spells, the best spells in this domain are usually reserved for clerics or paladins.
Cleric[edit]
Clerics spells tend to focus on healing, exploration, and protection, with some emphasis being put on spells that relate to death and the divine. The best restorative spells are usually reserved for clerics.
Overall the class has very few damaging spells. Those which do inflict damage are usually less powerful than those available to warlocks and wizards, either because they have less range, affect a fewer number of creatures, or deal less damage outright. The few damaging spells the cleric can cast tend to deal fire, radiant, or necrotic damage.
Druid[edit]
In many ways, druid spells can be the most versatile of any spellcasting class. They can cast healing and protective spells nearly as well as a cleric, and have offensive options that are nearly as good as a wizard or sorcerer. However, the best of these spells are usually reserved for those classes. Druids have access to many exploration spells as well, but are most noticeably lacking in interaction spells—unless interacting with animals.
Although druid spells can be offensive, those that deal damage almost always do so over time. They dabble in spells that inflict cold, fire, and poison damage, but the most explosive ones are reserved for sorcerers and wizards. A druid can cast flaming sphere for example but not the more powerful fireball. In the same vein, a druid can cast healing spells but doesn't have something as potent as revivify.
Almost all spells available to druids invoke the natural world—through weather, water, plants, animals, or more esoteric phenomenon like moonlight or geological events.
Paladin[edit]
Although it has as many spell slots as a ranger, a paladin's spells are noticeably more potent than those of its counterpart. It has several damaging options, casts protective spells, and can cast many healing spells like cure wounds, but notably has very few exploration and interaction spells. What interaction and exploration spells are available usually fit into the paladin motif of truth, purity, heroism, and justice.
Perhaps most defining of paladin-exclusive spells is that they often protect or empower allies that are physically close to the paladin, such as within 30 feet. Paladins also wield many exclusive spells that can be cast as bonus actions, and empower the first weapon attack they make that hits within the duration—these spells usually have 'smite' in their name, and the Player's Handbook contains many such spells. Since smite spells require concentration, a paladin can't benefit from more than one on a given attack.
Paladin spells have a very short range, usually no more than 30 feet, or only activate when the paladin hits with a weapon attack. Compared to other spellcasting classes, paladins are very purposefully designed and encouraged to engage in melee combat instead of fighting at range.
When a paladin spell inflicts damage, it is usually radiant damage. They can dabble in other types, however, such as necrotic, psychic, thunder, and even force.
Ranger[edit]
Like druids, ranger spells often invoke the natural world, but they often do so in a manner more similar to a huntsman than a naturalist. More so than any other class, ranger spells tend to be subtle. Even their attack spells don't come across as flashy, and are usually derived from weapons the ranger wields—such as hunter's mark or conjure volley, which can be found in the Player's Handbook. Best portable scanner for mac 2018.
A ranger spell should virtually never be flashy or invoke obtusely magical phenomenon like a fireball or a conjured elemental. Its spells are arguably the least 'magic'-esque of all spellcasters in the SRD, as evidenced by the fact that it is the only one unable to learn spells available to literally every other spellcasting class, such as dispel magic.
Ranger spells often deal with exploration (though not with teleportation); and tracking animals, objects, or people. Several of their spells often deal with avoiding being tracked or detected, such as nondetection and silence, but they wield nothing as obtuse as invisibility.
Sorcerer[edit]
Sorcerer spells are largely defined by wizard spells. The two classes share most spells, and the few that aren't shared between them are exclusive to wizards.
If a spell is exclusive to sorcerers and not available to wizards, it will likely pertain to the class features or archetypes of the sorcerer class.
Warlock[edit]
Warlock spells are of special consideration, because unlike every other SRD class a warlock restores its spell slots after a short or long rest instead of only a long rest. Spells that could be abused if they can be cast too often, such as certain healing spells or spells with long durations, should not be made available to this class.
Fitting to its name, warlock spells are most often offensive or battle-oriented. Although they are not all blatant attacks, most of them can be used to gain the upper hand in a battle. Even when they are subtle, warlock spells are insidious—controlling the minds of others, invoking fear, or granting invisibility. The few spells a warlock wields that aren't harmful are usually spells that are common among spellcasters, such as dispel magic.
Aesthetically, warlock-exclusive spells often invoke the surreal, disturbing, or alien beings that could serve as the warlock's Otherworldly Patron. They may also invoke fey, or pertain to dreams, among other possibilities.
Wizard[edit]
Wizards have perhaps the broadest domain of any spellcasting class. They have by far the widest variety of damaging spells, but also have protective spells, interaction spells, exploration spells, and more. Just about the only thing they can't do very well is restore hit points or alleviate negative conditions.
Wizard spells, particularly ones that inflict damage, are usually long range. Wizards are generally built to avoid melee combat. https://treescience531.weebly.com/blog/osx-snow-leopard-dmg-download.
Many wizard spells are also available to sorcerers. Virtually all battle-oriented spells are shared between them, though a wizard has access to some exploration and interaction spells as well. Those that aren't shared are usually either more subtle spells that encourage more long-term planning, such as alarm and guards and wards; or they deal with knowledge and intelligence, such as feeblemind and legend lore.
One important consideration of wizard spells is that in most campaigns, some of them can be cast by an eldritch knight (a fighter archetype in the Player's Handbook) or an arcane trickster (a rogue archetype also in the PHB). Specifically, EKs can cast spells of the abjuration and evocation schools up to 4th level, while ATs can cast spells of the enchantment and illusion schools up to 4th level. Because these archetypes' spell progression is so slow and their spell slots so limited, most spells should be fine for them. The only exceptions would be ones that overwhelmingly empower or augment the class features of these classes.
Saving Throws and Attack Rolls[edit]
Buffing or nonharmful spells like cure wounds and greater invisibility don't call for saving throws. By contrast, almost every single harmful spell either requires an attack roll to have any effect, or allows a saving throw to negate or mitigate the effect. The few that are harmful but always have an effect are usually damage spells, like magic missile, or aren't really all that harmful. The following sections list each type of attack roll or saving throw; for your harmful homebrew spell consider which of these best suits the spell you are creating.
Melee spell attack[edit]
Compare to spells like inflict wounds, flame blade, and shocking grasp. If you touch the target or hit it, the bad stuff happens. It doesn't matter how willful or resilient the target is. It will pretty much have the same effect as a goblin and an ancient red dragon. A minority of spells use this, and those that do usually imitate magic weapons or are directly damaging spells like inflict wounds. Clerics and druids have these, but fancier casters like sorcerers and wizards almost always have ranged spell attacks instead.
Ranged spell attack[edit]
See spells like chill touch, chromatic orb, guiding bolt, and ray of enfeeblement. Most often these spells involve sending a visible ray, orb, bolt, or another projectile of energy to hit the target from a distance. Like melee spell attacks, spells in this category primarily deal damage. If the projectile explodes or otherwise covers an area, it would probably be a Dexterity saving throw instead.
Strength saving throw[edit]
Obviously enough, if they can mitigate the effect primarily be being strong or stalwart, this is your go-to. In the SRD Strength saves are made primarily to avoid being physically knocked prone, avoid being grappled, and avoid being flung across the battlefield. If an effect is instead mitigated by the strength of one's internal composition, such as mitigating a poison or avoiding fatigue, a Constitution save might be better.
Generally, Strength is used for, 'Opposing a force that would physically move or bind you.'
Dexterity saving throw[edit]
See spells like fireball, prismatic spray, and faerie fire. Dexterity saves are also very commonly imposed by the breath attacks of dragons and dragonborns. More often than not, a Dexterity save represents an explosion of fire, lightning, cold, or other magic that bursts in a wide area that no one in that area could realistically avoid. Succeeding on a Dexterity save in this instance represents covering one's face, hiding behind a shield, or taking as much cover as possible. Fittingly, a successful Dexterity save only halves the damage, and anyone who fails it takes the full damage.
Of course, Dexterity saves can also be imposed from spells that agility or a quick reflex could mitigate. Although a Strength save is made to avoid being physically shoved prone, a Dexterity save could be used to navigate slippery terrain without falling prone (see the grease spell).
As a guideline, Dexterity is used for, 'Dodging out of harm's way.'
Constitution saving throw[edit]
Consider spells like blindness/deafness, finger of death, levitate, poison spray, symbol, and thunderwave. Constitution saves are possibly the most common saving throw imposed by spells. Usually any spell that can only be overcome with fortitude, a strong immune system, a healthy body, or just pure gusto will be a Constitution save. Spells which deal cold damage, poison damage, or to a lesser extent necrotic damage often impose this kind of saving throw. Debilitating physical conditions such as poison, blindness, deafness, other mitigated senses, or restricted body parts often rely on a successful Constitution save to end them.
An important consideration is how much the spell affects a creature made of stone, or a mindless but sturdy creature like a cockroach. If these kinds of creatures seem like they might be particularly resistant to the spell, then a Constitution save is probably your best bet. Otherwise, you may want to consider a Wisdom saving throw, or possibly a Dexterity saving throw.
At its core, Constitution saving throws are used for, 'Enduring a disease, poison, or other hazard that saps vitality.'
Intelligence saving throw[edit]
Feeblemind is the only SRD spell which calls for this kind of save, though detect thoughts calls for an Intelligence check. Psychic effects could call for this kind of save, as could any effect that relies on intelligence as opposed to willpower.
Since Intelligence is a numerical value of a creature's intellect, it should generally be used for, 'Disbelieving certain illusions and resisting mental assaults that can be refuted with logic, sharp memory, or both.'
Wisdom saving throw[edit]
See spells like charm person, dominate monster, fear, hold monster, polymorph, and scrying. Spells which affect the mind or consciousness almost always call for a Wisdom save. It is one of the most common types of saves from spells.
Wisdom is used for, 'Resisting effects that charm, frighten, or otherwise assault your willpower.'
Charisma saving throw[edit]
See spells like bane, banishment, calm emotions, dispel evil and good, divine word, hallow, and zone of truth. Best race to use for max nb dmg on eso 3. Charisma saves aren't terribly common, but they cover a few distinct areas that Wisdom spells otherwise would. Any spell dealing with interplanar travel, whether it is forcing it or restricting it, usually calls for a Charisma save. Anything which primarily limits or restrict a creature's capability to express itself (including deception or intimidation) likely calls for a Charisma save. Some offensive cleric spells may call for Charisma saves as well, especially those which deal with divinity or repelling undead.
The DMG states that Charisma saving throws are used for 'Withstanding effects, such as possession, that would subsume your personality or hurl you to another plane of existence.'
Balancing[edit]
The most fundamental aspect of balancing a spell is determining an appropriate level. You never want to make a spell so good that someone would be a fool to not learn it over other options.
For example, if you want to create a spell that changes the appearance of any willing creature, it should probably be higher in level than disguise self and alter self. These spells can only affect you, the caster, and can change your appearance. A spell that could change the appearance of any willing creature for a similar duration is inherently more useful than either of these spells. Thus, it should probably be a higher level, or have some kind of drawback, so it isn't always an inherently better option than either of those spells.
Damage[edit]
Spell Level | One Target Save Halves Damage | One Target Save Negates Damage | Several Targets Save Halves Damage | Several Targets Save Negates Damage |
---|---|---|---|---|
Cantrip | -- | 5½ (1d10) | -- | 3½ (1d6) |
1st | 11 (2d10) | 13 ¾ (3d8) | 7 (2d6) | 8¾ (2d8) |
2nd | 16½ (3d10) | 20 ⅝ (6d6) | 14 (4d6) | 17½ (6d6) |
3rd | 27½ (5d10) | 33 ¾ (6d10) | 21 (6d6) | 26¼ (4d12) |
4th | 33 (6d10) | 41¼ (10d8) | 23½ (7d6) | 29 ⅜ (8d6) |
5th | 44 (8d10) | 55 (10d10) | 28 (8d6) | 35 (10d6) |
6th | 55 (10d10) | 68 ¾ (15d8) | 38½ (11d6) | 48 ⅛ (14d6) |
7th | 60½ (11d10) | 75 ⅝ (17d8) | 42 (12d6) | 52½ (15d6) |
8th | 66 (12d10) | 82½ (15d10) | 45½ (13d6) | 56 ⅞ (16d6) |
9th | 82½ (15d10) | 103⅛ (16d12) | 49 (14d6) | 61¼ (11d10) |
The adjacent table is derived from material in the Dungeon Master's Guide. If a spell has a cast time of '1 action' and a duration of Instantaneous, it should generally do damage according to its level according to the adjacent table. A spell with significant drawbacks can get away with doing a little more than the recommended damage, whereas one with powerful effects in addition to damage should probably deal less damage.
For each damage column, the first value represents ideal average damage for a spell of the given level. The value in parenthesis shows damage dice that, on average, will be equal or nearly equal to the first value. You can generally substitute any damage dice that will yield a similar average without significantly changing the spell's balance.
Note that even in the SRD, some spells defy these suggestions. This is most notable with 3rd level and 9th level spells available to sorcerers and wizards. Most classes get a boost to damage at 5th level; where many classes get an Extra Attack feature at this point, sorcerers and wizards instead get a few unusually powerful 3rd level spells like fireball. Meanwhile, these class's 9th level spells (see meteor swarm and wish) seem to follow completely different rules. When making spells for these classes at these levels, one may go a bit beyond the norms, but on D&D Wiki, homebrew spells that are greater than or equal to fireball and meteor swarm are frowned upon.
Damage over time[edit]
There are spells which can deal damage once every turn for a number of turns, and these can come in one of several different varieties. The damage dealt by these spells is still based on the damage table above.
- Stationary hazard. With this kind of spell, you create a cloud or other hazard that is fixed in space. Some examples of these are cloudkill, wall of fire, and incendiary cloud. Usually these spells require concentration. An important aspect of this spell is that it is fixed in space, so a creature will only be subject to the damage again if it doesn't remove itself from the hazard. Generally this type of spell should use the same damage as an instantaneous spell. A hazard which covers a large area or a very nuanced area might be better dealing a little less damage.
- Repeating action. This kind of spell lets you use your action to deal damage on your turn when you cast it, and lets you repeat that action on subsequent turns for the duration. Usually these spells require concentration. This kind of spell should deal half as much damage as a spell for its level, according to the Damage Table. A good example of this is flame blade. The flame blade spell lasts for a while, but each attack with it only deals an average damage of 10.5. Referencing the adjacent table, we can figure out a 2nd-level spell with a single target that does nothing on a failed attack roll should deal 21 damage. Of course, half of 21 is 10.5, meaning this is a virtually perfect amount of damage for the spell.
- Second hit. This kind of spell deals ⅔ of its damage instantaneously, then 1/3 of its damage at the end of the target's next turn. In the SRD, this kind of spell deals approximately as much damage as an instantaneous spell, albeit with the damage split between the two 'hits.' A good example of this is acid arrow.
- Repeating bonus action. This kind of spell is similar to repeating action, but on subsequent turns only requires a bonus action to use the effect again. Some examples include the spells arcane sword and flaming sphere. Based on these two spells, one can see at lower levels this kind of spell will deal about half as much as the recommended damage, whereas at high levels it may only deal ⅕. This difference is largely due to the fact player-characters' actions are designed to scale in damage much more rapidly than their bonus actions. As a rough guideline, this spell should deal ½ as much recommended at 1st or 2nd spell level; 1/3 as much at 3rd and 4th; ¼ as much at 5th and 6th; and ⅕ at levels higher than 6th.
- Automatic damage. A more powerful damage-over-time spell involves an action to cast the spell, and only requires concentration to deal damage on subsequent turns. Unless the spell level is very high, or the damage is very low, this kind of spell should afford the target(s) a saving throw every round to end the damaging effect. There are no spells in the SRD which fall into this category, and the only one in the Player's Handbook which does is searing smite, which only deals 1d6 damage and can be ended by any creature that uses its action to douse the fire. Suffice to say any spell which does automatic damage over time should have very low damage output compared to other spells of similar level.
Smite damage[edit]
Spell Level | One Target Smite |
---|---|
1st | 9 (2d8) |
2nd | 13½ (3d8) |
3rd | 18 (4d8) |
4th | 22½ (5d8) |
Paladins have an array of spells which deal damage, but follow a different and distinct pattern. Casting one of these 'smite' spells only requires a bonus action, lasts for 1 minute with concentration; if you hit with a weapon attack while it lasts, the spell does extra damage on top of that weapon attack, and then usually the spell ends.
This kind of spell has numerous benefits. A bonus action cast instead of an action cast means it has much less weight on your action economy. Triggering only on a weapon attack that hits mean the spell slot is rarely if ever wasted, as even if you miss the attack roll the spell is still there waiting for your next hit. Because of all these benefits, a paladin's smite spell usually deals much less damage on a hit compared to a normal damaging spell cast by a sorcerer or warlock.
Based on the paladin's Divine Smite feature, we can see a guideline for a smite is 9 (2d8) damage at 1st level, and an extra 1d8 for each level after this, to a maximum of 22.5 (5d8) damage. All smite spells in the Player's Handbook deal less damage than this feature, but trade that extra damage for benefits such as knocking the creature prone or making it frightened.
Smite spells are intentionally designed to be low in level, and don't scale to the extent normal damage spells do. Weapon damage and spell damage both scale as player levels increase, and consequently giving a character full progression in both domains can result in an overpowered character. Even with 5th level spell slots, a paladin is unable to outright deal more than 5d8 damage with any smite.
Hit point restoration[edit]
The damage table isn't as fine-tuned for this purpose, but you can use it as a rough estimate of how many hit points should be restored by a healing spell. Healing spells towards the lower end should restore a little bit less than the table suggests (see cure wounds), while those towards the high end should restore a little bit more (see heal).
According to the Dungeon Master's Guide, a cantrip shouldn't offer healing.
Effect duration[edit]
As a general guideline, the longer a spell's effect lasts, the weaker the effect should be.
This is most notable with spells that impose debilitating conditions, such as poisoned or stunned. Almost every spell that imposes disadvantage on attack rolls, or advantage on attack rolls against the target (or a condition that does so) affords the target creature a free saving throw on each of its turns to end the effect. If a spell inflicts a condition like this and doesn't afford regular saving throws, it should generally be at least 6th level.
By comparison, a spell that reduces speed or restricts reactions isn't considered as debilitating. Such a spell might require the target use an action to attempt a saving throw to end the effect, or in extreme cases not even afford a saving throw.
Concentration[edit]
Far more often than not, a spell with a duration of more than instantaneous calls for concentration. 'Debuffing' spells, in particular, should virtually always call for concentration.
Duration increments[edit]
Almost every spell that isn't instantaneous lasts for one of the following time periods:
- 1 round (until the start of your next turn)
- 1 minute (one encounter)
- 10 minutes (one exploration period including one encounter)
- 1 hour (a quick dungeon crawl)
- 8 hours (practically all day)
- 24 hours (until you cast this spell again tomorrow)
- Permanent / Until dispelled
There are very few reasons to make a spell with a lasting effect which doesn't fall into one of these periods of time. Using a different increment of time will generally make the spell more difficult to remember accurately, and thus more difficult to use.
Range and area of effect[edit]
Spells with an unusually long range or a particularly wide area of effect can make up for lesser effects somewhat.
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Likewise, a spell that is particularly strong for a class that has it probably should have a small range or only affect one target. This is perhaps most noticeable with inflict wounds; it is one of the most damaging spells for its level available to a cleric, but it has a range of only touch.
Consider multiclass balance[edit]
In a typical campaign, cantrips and 1st-level spells are not inherently exclusive to one class. Some races such as elves can gain cantrips regardless of their class, and the Magic Initiate feat (PH, pg. 168) lets anyone pick up two cantrips and a 1st-level spell. Aside from this, a player-character is usually allowed to multiclass into a class like wizard or cleric to pick up cantrips and spells, which can augment their capabilities in another class.
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For most spells, this isn't problematic, but it can sometimes be disastrous. For example, a wizard cantrip that improves the damage of your unarmed strike might seem balanced at first glance, but consider: a high elf can take that cantrip as a racial feature at 1st level, then start off in the monk class. A monk already has strong unarmed strikes, and can make more unarmed strikes per turn than other classes. This could easily snowball into an unintentionally overpowered option.
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Casting ability[edit]
Ideally, every spell uses a casting ability in one subtle but important way. As a general guideline, it should be less vital than an ability score for weapon attacks. An attack with a longsword, for example, adds Strength to both the attack roll and the damage roll. By contrast, an attack with a fire bolt spell only adds casting ability to the attack roll. https://greathall359.weebly.com/blog/dev-c-build-error-127.
Avoid overusing the casting ability. If a spell imposes a spell attack or a saving throw, then the casting ability has already been used once. It shouldn't be added again, such as to the spell's damage. Casting ability should never be so vital that it could alter the appropriate level of a spell; for example shield of faith uses a flat +2 bonus because the difference between a +0 and a +5 bonus to AC is far too large.
When feasible, you should also avoid under-using the casting ability. A Wisdom-based spell should be at least a little better if you cast it with 20 Wisdom instead of 7 Wisdom. Cure wounds doesn't have an attack roll or a saving throw, but it still makes use of casting ability in a way that is significant to that spell. It isn't always feasible to implement casting ability in a way that works well, however; this is especially true for nonharmful, nonhealing spells like mage armor and lesser restoration. It's better to not use a casting ability than to use it poorly.
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