Spellweaving is the art of changing the state of a known spell, moulding it into a new and altered form. These spells are often highly personalized and unstable, making them impossible to write down onto spell scrolls or to learn them from a spell book. To start spellweaving, a player must have the *spellcasting* feature and have access to a structure like an arcane lab, wizards tower, or study large enough to accommodate the research. Any *Spellweaving* checks are made with the *Arcana* skill. ### Alteration Aspects There are many aspects of a spell that can be altered and tweaked via spellweaving. Each aspect has its own ordering of their potency into tiers. These tiers determine the difficulty of the alteration, and the progress that can be made by altering the spell. ###### Casting Aspect The casting aspect of a spell determines the time it takes to cast a given spell. Increasing the casting aspect of a spell is seen as a *sublime alteration*. Changing the casting aspect may only be done by a single tier per alteration. | Tier | Casting Time | | ---- | -------------- | | I | 1 hour | | II | 10 minutes | | III | 1 minute | | IV | 1 action | | V | 1 bonus action | | VI | 1 reaction | If the spell you are altering has a casting time of above 1 hour, the first alteration will bring it down to a 1 hour casting time. Setting the casting time to tier VI requires the player to determine a trigger for the reaction. Look at existing spells for possible examples on what triggers should be possible. Always discuss with your DM if the reaction trigger makes sense for the spell and does not destroy the balance of the spell. ###### Component Aspect The component aspect of a spell determines what components a spell needs to be cast. Removing a component that does not contain a cost is seen as a *complex alteration*, while removing a component with a cost appointed to it is seen as a *sublime alteration*. Adding a component aspect without cost to a spell clears up a *mundane alteration.* Adding a component aspect with a cost to a spell clears up a *complex alteration*. Always discuss with your DM if the added cost component is balanced and makes sense. Changing the component aspect may only be done by a single tier per alteration. A spell must always have a single component as part of its component aspect. ###### Concentration Aspect The concentration aspect of a spell determines if the spell is in need of concentration when cast. Removing the concentration aspect of a spell is seen as a *sublime alteration*. Adding the concentration aspect to a spell clears up a *complex alteration*. You can only add a concentration aspect to a spell with a duration of tier II or higher. ###### Damage Aspect The damage aspect of a spell determines the damage type the spell applies to its targets. The damage aspect of a spell is seen as a *mundane alteration*, if the damage aspect is changed to a damage type of the same tier. Otherwise, the aspect is seen as a *complex alteration*. Changing the damage aspect to a lower tier clears up a *mundane alteration*. The damage aspect can be changed multiple times per alteration, with each aspect counting as a single *complex alteration*. | Tier | Damage | | ---- | --------------------------------------- | | I | Piercing, Bludgeoning, Slashing, Poison | | II | Fire, Cold, Lightning, Necrotic | | III | Acid, Thunder, Psychic | | IV | Force, Radiant | ###### Duration Aspect The duration aspect of a spell determines the duration of the spells effects. The duration aspect of a spell is seen as a *complex alteration*. Changing the duration aspect to a lower tier clears up a *mundane alteration*. Changing the duration aspect may only be done by a single tier per alteration. | Tier | Duration | | ---- | ------------- | | I | Instantatious | | II | 1 round | | III | 1 minute | | IV | 10 minutes | | V | 1 hour | | VI | 8 hours | | VII | 24 hours | ###### Range Aspect The range aspect of a spell determines the area in which the spell can be activated. The range aspect of a spell is seen as a *mundane alteration*. Changing the range aspect to a lower tier clears up a *mundane alteration.* The range aspect can be changed multiple times per alteration, with each aspect counting as a single *mundane alteration*. | Tier | Range | | ---- | ----------- | | I | Touch, Self | | II | 15 ft | | III | 30 ft | | IV | 60 ft | | V | 90 ft | | VI | 120 ft | ###### Ritual Aspect ###### Save Aspect | Tier | Saves | | ---- | ------------- | | I | DEX, WIS, CON | | II | STR, CHA, INT ###### Target Aspect | Tier | Radius | Cube | Cone | Line | Creatures | | ---- | ---------- | --------------------- | ---------- | ------------------- | ------------- | | I | - | - | - | one target | one target | | II | - | - | one target | 15 ft | two targets | | III | - | one target, 5 ft cube | 15 ft cone | 30 ft | three targets | | IV | one target | 10 ft | 20 ft cone | 45 ft | four targets | | V | 5 ft | 15 ft | 30 ft cone | 60 ft, 30 ft 10 ft | five targets | | VI | 10 ft | 20 ft | 45 ft cone | 120 ft, 60 ft 10 ft | six targets | | VII | 15 ft | 30 ft | 60 ft cone | - | seven targets | | IIX | 20 ft | 45 ft | - | - | eight targets | | IX | 30 ft | - | - | - | nine targets | ### Altering a Spell How to calculate costs and DC, and their after effects DC based on amount of alterations and alteration tier (mundane, complex, sublime). 1 month per alteration and an additional month per level increase. 500 GP base, additional 100 GP per alteration and an additional 200 GP per level increase. Spell level increase based on alteration tier. ###### Example ### Field Notes How to continue helping your research when you are out and about Mundane alterations: same level save or damage, ritualizing, 1 tier range, Complex alterations: higher level save or damage, higher tier range, remove components, 1 tier AOE, change duration Sublime alterations: remove concentration, casting time, set reaction trigger, shift AOE