Spellcraft


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Spell Gems

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Deep gnomes created these magic gemstones and keep the creation process a secret.

Properties (Rarity Varies)

Attunement
Required Optional (Imbue)
Duration S/L Rest (1 hour light activity)
Traits
Category Wonderous
Type Spell Gem
Properties (Cast, Imbue)
Spell Gem Attributes
Gem Max. Level Rarity Save DC Attack Bonus
Obsidian Cantrip Uncommon 13 +5
Lapis Lazuli 1st Uncommon 13 +5
Quartz 2nd Rare 13 +5
Bloodstone 3rd Rare 15 +7
Amber 4th Very Rare 15 +9
Jade 5th Very Rare 17 +9
Topaz 6th Very Rare 17 +10
Star Ruby 7th Legendary 18 +10
Ruby 8th Legendary 18 +10
Diamond 9th Legendary 19 +11

Spell Scrolls

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A spell scroll bears the words of a single spell, written as a mystical cipher. Unless a creature successfully identifies the spell, the cipher is unintelligible to it.

Properties (Rarity Varies)

Attunement
Required No
Duration -
Traits
Category Scroll
Type Spell Scroll
Properties (Cast, Decay, Copy)
Spell Scroll Attributes
Scroll Rarity Save DC Attack Bonus
Cantrip Common 13 +5
1st Common 13 +5
2nd Uncommon 13 +5
3rd Uncommon 15 +7
4th Rare 15 +7
5th Rare 17 +9
6th Very Rare 17 +9
7th Very Rare 18 +10
8th Very Rare 18 +10
9th Legendary 19 +11

Spell Shell

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A unification of efforts from the greatest minds, each of which pouring both intellect and power into its design: a mercurial liquid borne of infusion of artifice, chronomance essense, and abyssally-corrupted infernal iron. Any attempt to arm the shell must solve a complex puzzle of proding, twisting, and pulling.

Properties (Rarity Varies)

Attunement
Required No
Duration -
Traits
Category Wonderous
Type Spell Gem
Properties (Spell Gem + Deploy, Overcharge, Ward)

Functions as a Spell Gem with the following alterations:

Alterations
Arm When you Cast from this spellcraft, you can attempt to Identify the Spell before the spell effect occurs. On a failure, you can choose to interrupt the spell. On a success the Spell Gem gains the additional properties listed above.
Magic Flare The shell’s power can be further enhanced by a S.T.R.A.T.A.G.E.M. (your choice).

 

 

Spellcraft Properties

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Cast (All). Casting the spell from the spellcraft requires the spell’s normal casting time. If the casting is interrupted, the spellcraft does not Decay.

If the spell is of a higher level than you are able to cast, you must attempt to Identify the Spell to determine whether you cast it successfully.

Copy (Scroll). A leveled Wizard spell on a spellcraft can be copied by a Wizard who can do so, just as spells in spellbooks can be copied. When a spell is copied from a spellcraft, the copier must successfully Identify the Spell. The DC equals 10 + the spell’s level. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spellcraft Decays.

Alternativly, a leveled Wizard spell can be scribed onto a spellcraft (see below: Downtime Activity).

Decay (Scroll/Shell). Once a spell has been Cast from a spellcraft ends, the spellcraft crumbles to dust.

Imbue (Gem/Shell; 1/Dawn). You can imbue the spellcraft with a spell if you’re Attuned to it and it’s empty. To do so, you cast the spell while holding the spellcraft and the spell is stored instead of having any effect. Casting the spell must require either 1 Action or 1 Minute or longer, and the spell’s level must be no higher than the spellcraft’s maximum. When the spell ends, the spellcraft Decays.

If the spell belongs to the school of Abjuration and requires material components that are consumed, you must provide them, but they can be worth half as much as normal.

Deploy (Shell). As part of the same Actions used for the Cast property, you can first launch the shell before the spell takes effect in the following ways:

Deploy Options
Lob You throw the shell to an unoccupied space up to 60ft. away from you. With a Grenade Launcher, you can instead propel the shell up to 120ft. away.
Mark You can make an Improvised Weapon Attack with the shell. On a hit, the shell magically binds to the target and can only be removed if a creature successfully Identifies the Spell or is subjected to magical negation like Dispel Magic or Antimagic Field. On a miss, the shell ends up in a randomly determined space and direction as if it was launched by the Lob option.

The spell effects then occur and originate in the newly determined space. Furthermore, the spell treats the shell shall as the caster and does not require Concentration. When the spell ends, the spellcraft Decays.

Mishap (All). When you fail to Cast from a spellcraft, the spell disappears from it and a Scroll Mishap occurs.

Overcharge (Shell). When you successfully Cast a spell from a spellcraft, you can instead delay the spell and its effects Until the Start of Your Next Turn to increase the spell level by 1.

At the Start of Each Subsequent Turn, there is a chance (5% times the current spell level) that a Mishap occurs to which you automatically fail the Saving Throw. You can continue to Overcharge the shell until you release the spell or a Mishap occurs.

Ward (Shell). The shell has an AC equal to the spell’s Save DC, HP equal to a Resilent Generic Object muliplied by it’s spell current level, and has Resistance to all damage.

 

 

Scribing a Spell Scroll (Downtime Activity)

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With time and patience, a spellcaster can transfer a spell to a scroll, creating a spell scroll.

Resources

Scribing a spell scroll takes an amount of time and money related to the level of the spell the character wants to scribe. In addition, the character must have proficiency in the Arcana skill and must provide any material components required for the casting of the spell.

Moreover, the character must have the spell prepared, or it must be among the character’s known spells, in order to scribe a scroll of that spell. If the scribed spell is a cantrip, the version on the scroll works as if the caster were 1st level.

Scribing Costs
Spell Level Time Cost
Cantrip 1 day 15gp
1st 1 day 25gp
2nd 3 days 250gp
3rd 1 workweek 500gp
4th 2 workweeks 2,500gp
5th 3 workweeks 5,000gp
6th 8 workweeks 15,000gp
7th 16 workweeks 25,000gp
8th 32 workweeks 50,000gp
9th 48 workweeks 250,000gp

Complications

Crafting a spell scroll is a solitary task, unlikely to attract much attention. The complications that arise are more likely to involve the preparation needed for the activity. Every workweek spent scribing brings a 10% Chance of a complication, which might involve a rival, examples of which are on the table below:

Scribing Complications
d6 Complication
1 You bought up the last of the rare ink used to craft scrolls, angering a wizard in town.
2 The priest of a temple of good accuses you of trafficking in dark magic.
3 A wizard eager to collect one of your spells in a book presses you to sell the scroll.
4 Due to a strange error in creating the scroll, it is instead a random spell of the same level.
5 The rare parchment you bought for your scroll has a barely visible map on it.
6 A thief attempts to break into your workroom.

History

Creation: Spell Gem. Deep gnomes created these magic gemstones and keep the creation process a secret.

Creation: Spell Scroll. The art of scribing spell scrolls likely begun around the same time as history begun to be recorded by scholars.

Creation: Spell Shell. A Soul Coin smelted within a S.T.R.A.T.A.G.E.M. produces a mercurial liquid.

A number of smelted Soul Coins equal to the Maximum Spell Level of the Spell Gem must be poured over the Spell Gem, hardening into a shell, increasing the rarity of the Spell Gem by 1 stage (maximum Legendary), thus creating a Spell Shell.

 

 

 

 

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Spell Gems

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Properties (Rarity Varies)

Attunement
Required Yes (Imbue)
Duration S/L Rest (1 hour light activity)
Traits
Category Wonderous
Type Spell Gem

Deep Gnomish Magic

A spell gem can contain one spell from any class’s spell list. You become aware of the spell when you learn the gem’s properties.

Cast Spell (Actions Varies). While holding the gem, you can cast the contained spell from it. Doing so doesn’t require any components, and doesn’t require Attunement. The spell then disappears from the gem.

If the spell is of a higher level than you can normally cast, you must make an Ability Check, using your Spellcasting Ability from your Spellcasting or Pact Magic feature if you have it, to determine whether you cast it successfully. The DC equals 10 + the spell’s level. On a failed check, the spell disappears from the gem with no other effect.

Imbue Magic (P; 1/Dawn). You can imbue the gem with a spell if you’re Attuned to it and it’s empty. To do so, you cast the spell while holding the gem. The spell is stored in the gem instead of having any effect. Casting the spell must require either 1 Action or 1 Minute or longer, and the spell’s level must be no higher than the gem’s maximum.

If the spell belongs to the school of Abjuration and requires material components that are consumed, you must provide them, but they can be worth half as much as normal.

Spell Gem Properties
Gem Max. Level Rarity Save DC Attack Bonus
Obsidian Cantrip Uncommon 13 +5
Lapis Lazuli 1st Uncommon 13 +5
Quartz 2nd Rare 13 +5
Bloodstone 3rd Rare 15 +7
Amber 4th Very Rare 15 +9
Jade 5th Very Rare 17 +9
Topaz 6th Very Rare 17 +10
Star Ruby 7th Legendary 18 +10
Ruby 8th Legendary 18 +10
Diamond 9th Legendary 19 +11

Spell Scrolls

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Properties (Rarity Varies)

Attunement
Required No
Duration -
Traits
Category Scroll
Type Spell Scroll

Archival Scripture

A spell scroll bears the words of a single spell, written as a mystical cipher. If the spell is on your class’s spell list, you can read the scroll and cast its spell without providing any material components. Otherwise, the scroll is unintelligible.

Cast Spell (Action Varies). Casting the spell by reading the scroll requires the spell’s normal casting time. Once the spell is cast, the words on the scroll fade, and it crumbles to dust. If the casting is interrupted, the scroll is not lost.

If the spell is of a higher level than you can normally cast, you must make an Ability Check, using your Spellcasting Ability from your Spellcasting or Pact Magic feature if you have it, to determine whether you cast it successfully. The DC equals 10 + the spell’s level. On a failed check, the spell disappears from the scroll with no other effect. Once the spell is cast, the words on the scroll fade, and the scroll itself crumbles to dust.

Copying Spells (P). A wizard spell on a spell scroll can be copied just as spells in spellbooks can be copied. When a spell is copied from a spell scroll, the copier must succeed on an Intelligence (Arcana) Check. The DC equals 10 + the spell’s level. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed.

Spell Scroll Properties
Spell Level Save DC Attack Bonus
Cantrip Common 13
1st Common 13
2nd Uncommon 13
3rd Uncommon 15
4th Rare 15
5th Rare 17
6th Very Rare 17
7th Very Rare 18
8th Very Rare 18
9th Legendary 19

 

 

Spell Shell

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Properties (Rarity Varies)

Attunement
Required No
Duration -
Traits
Category Wonderous
Type Hollow Shell

Mortika’s Magnificent Modifications

Mortika has developed a technique to modify the Glyph of Warding spell. WHen the spell is cast upon a hollowed sphere worth at least 100gp times it’s spell level, the spell’s properties change in the following way:

Properties
Trigger. The trigger of the glyph is instead: “1 Round after the shell has been Armed, at the Start of the Turn.”
Magical Reinforcement. The shell has an AC equal to the DC to Identify the Spell. Furthermore, it has an amount of HP equal to 10 times the spell level of the glyph and it has Resistance to all damage.
Limitations. The spell does not end when the glyph moves more than 10ft. away from the spell’s origin when it was cast. When the glyph ends, the hollowed sphere disintegrates.

Explosive Armament

Arm (BA). You attempt to activate the grenade through a complex puzzle of pressing, twisting, and pulling. You must succeed a Check to Identify the Spell within to arm the shell.

Deploy (A). As an Action you can deploy the shell with one of the options below. Alternatively, when you take the Attack Action on Your Turn, you can replace one of your attacks with one of the options below:

Deployment
Lob. You throw the shell up to 60ft. away.
Mark. You make an Improvised Weapon Attack

You or someone else can make a ranged spell attack with one of the pebbles by throwing it or hurling it with a sling. If thrown, a pebble has a range of 60 feet.

Spellbreaker Charge

A spell scroll bears the words of a single spell, written as a mystical cipher. If the spell is on your class’s spell list, you can read the scroll and cast its spell without providing any material components. Otherwise, the scroll is unintelligible.

Cast Spell (Varies). Casting the spell by reading the scroll requires the spell’s normal casting time. Once the spell is cast, the words on the scroll fade, and it crumbles to dust. If the casting is interrupted, the scroll is not lost.

If the spell is of a higher level than you can normally cast, you must make an Ability Check, using your Spellcasting Ability from your Spellcasting or Pact Magic feature if you have it, to determine whether you cast it successfully. The DC equals 10 + the spell’s level. On a failed check, the spell disappears from the scroll with no other effect. Once the spell is cast, the words on the scroll fade, and the scroll itself crumbles to dust.

Copying Spells (P). A wizard spell on a spell scroll can be copied just as spells in spellbooks can be copied. When a spell is copied from a spell scroll, the copier must succeed on an Intelligence (Arcana) Check. The DC equals 10 + the spell’s level. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed.

Spell Scroll Properties
Spell Level Save DC Attack Bonus
Cantrip Common 13
1st Common 13
2nd Uncommon 13
3rd Uncommon 15
4th Rare 15
5th Rare 17
6th Very Rare 17
7th Very Rare 18
8th Very Rare 18
9th Legendary 19

 

 

Scribing a Spell Scroll (Downtime Activity)

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With time and patience, a spellcaster can transfer a spell to a scroll, creating a spell scroll.

Resources

Scribing a spell scroll takes an amount of time and money related to the level of the spell the character wants to scribe. In addition, the character must have proficiency in the Arcana skill and must provide any material components required for the casting of the spell.

Moreover, the character must have the spell prepared, or it must be among the character’s known spells, in order to scribe a scroll of that spell. If the scribed spell is a cantrip, the version on the scroll works as if the caster were 1st level.

Scribing Costs
Spell Level Time Cost
Cantrip 1 day 15gp
1st 1 day 25gp
2nd 3 days 250gp
3rd 1 workweek 500gp
4th 2 workweeks 2,500gp
5th 3 workweeks 5,000gp
6th 8 workweeks 15,000gp
7th 16 workweeks 25,000gp
8th 32 workweeks 50,000gp
9th 48 workweeks 250,000gp

Complications

Crafting a spell scroll is a solitary task, unlikely to attract much attention. The complications that arise are more likely to involve the preparation needed for the activity. Every workweek spent scribing brings a 10% Chance of a complication, which might involve a rival, examples of which are on the table below:

Scribing Complications
d6 Complication
1 You bought up the last of the rare ink used to craft scrolls, angering a wizard in town.
2 The priest of a temple of good accuses you of trafficking in dark magic.
3 A wizard eager to collect one of your spells in a book presses you to sell the scroll.
4 Due to a strange error in creating the scroll, it is instead a random spell of the same level.
5 The rare parchment you bought for your scroll has a barely visible map on it.
6 A thief attempts to break into your workroom.

History

Creation: Spell Gem. Deep gnomes created these magic gemstones and keep the creation process a secret.

Creation: Spell Scroll. The art of scribing spell scrolls likely begun around the same time as history begun to be recorded by scholars.

Creation: Spell Shell. A Soul Coin smelted within S.T.R.A.T.A.G.E.M. produces a mercurial liquid. Once poured over a Spell Gem, it hardens into a shell, increasing the rarity of the Spell Gem by 1 (maximum Legendary). The GP cost of coating a Spell Gem in this way is determined by the difference of the typical GP Price (Consumable) between the original rarity stage to the next.