Spell Discovery
How it's obtained: Granted automatically by the Spellcaster technique at level 19. It can't be bought with Aethyr points.
- Aethyrpoint Cost
- 0
- Level Requirement
- 0
- Technique Requirement
- Spellcaster
- Source Reference
- Technique Advancement
- Source Requirement
- General
- Activation Time
- None
- Domain Requirement
- General
- Feature Category
- Aethyrspark Technique
- Recharge Type
- None
- Concentration?
- No
Description
Your mastery of weaving spells from Aethyr has lead you into an unexplored domain of spellcraft. When you acquire this feature you discover a new spell with unique effects and characteristics determined by you from the options below and approved by your Game Master. Your discovered spell could break new ground with entirely novel effects or refine & expand upon an existing spell’s framework. When you gain this feature you may design your spell from scratch using the guidance in the sections below or you may select an existing spell and edit aspects of it to create something new.
Your discovered spell does not count against your number of spells known or the number of spells you can prepare each day. Additionally, you may cast the spell without expending a spell slot a number of times per day according to the breakdown below.
- 1st-3rd Order Spell: You may cast your discovered spell thrice per day without expending a spell slot. When you do so, the spell is cast at 3rd level.
- 4th-6th Order Spell: You may cast your discovered spell twice per day without expending a spell slot. When you do so, the spell is cast at 6th level.
- 7-9th Order Spell: You may cast your discovered spell once per day without expending a spell slot. When you do so, the spell is cast at 9th level.
Crafting a Spell from Scratch
Spell Level & Potency
You select the base level of the spell you discover between 1st Order and 9th Order. This determines the minimum spell slot needed to cast the spell and the dice potency of the spell based on the table below. The spell’s dice potency is also adjusted based on the spell’s other effects. For example, a spell that creates a blast of cold that freezes creatures to the floor and reduces their movement to 0 would only deal cold damage at half dice potency compared to spell which only does a blast of cold damage.
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Spell Domain
The domain of your discovered spell is the same as your Spellcasting Domain (Arcane, Divine, or Natural). This limits some of the potential characteristics of the spell as follows:
- Damage Type: If your discovered spell causes damage, choose a damage type within your spell domain.
- Arcane: Bludgeoning, Slashing, Piercing, Fire, Cold, Force, Psychic, or Poison
- Divine: Radiant or Necrotic
- Natural: Bludgeoning, Slashing, Piercing, Fire, Cold, or Poison
- Healing: If your discovered spell restores hit points, the characteristics of this restoration are affected by your spell domain.
- Arcane: Provides temporary hit points instead of healing and at half the potency.
- Divine: The healing is twice as potent if the healed creature is missing at least half of its hit points.
- Natural: The healing is at half potency but the healed creatures receive the healing again at the start of their next turn.
- Schools of Magic: The school of magic that your discovered spell belongs within should align with the way your spell domain manifests magic within that school. Your game master can help you determine the
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Spell Components
The components of your discovered spell determine how the spell is cast and can influence its raw potency. Choose from the component options below with the associated impacts on the spell’s potential.
- Somatic Component: Whether the spell requires bodily movements (with a free hand) to successfully weave Aethyr into the desired effect. Spells without a somatic component can cast in more situations but their potency is reduced by 1 level compared to spells with a somatic component.
- Verbal Component: Whether the spell requires vocalization from the caster to successfully weave Aethyr into the desired effect. Spells without a verbal component can be cast more subtly without announcing the spell to others nearby but their potency is reduced by 1 level compared to spells with a verbal component.
- Material Component: Whether the spell requires requires the caster to focus the woven Aethyr through reagents or a spell focus (such as a staff or wand) to create the desired effect. Spells without a material component can be cast when the caster is not fully equipped or has been disarmed but their potency is reduced by 1 level compare to spells with a material component.
- Additionally, a spell’s potency could be heightened through the use of valuable material component which the spell consumes when cast. You can use the following scale to determine how much a spell’s potency may be increased by having a consumed material component:
- ~50gp: +1 level of potency
- ~150gp: +2 levels of potency
- ~500gp: +3 levels of potency
- ~2500gp: +4 levels of potency
- 10000gp+: +5 levels of potency
- Some spells may also incorporate another form of sacrifice in order to increase their potency such as consuming souls, hit dice, hit points, metamagic points, or any other measured forms of magical potential. If your discovered spell has this type of consumed material component, work with your GM to determine the material’s impact to the spell’s potency level.
- Additionally, a spell’s potency could be heightened through the use of valuable material component which the spell consumes when cast. You can use the following scale to determine how much a spell’s potency may be increased by having a consumed material component:
- Sight Component: Whether the spell requires the caster to see the point of origination to release the spell’s effects or if they can mentally select where the spell’s effect is released. Spells without a sight component can be cast more easily and are more difficult for other creatures to avoid but their potency is reduced by 1 level compared to spells with a sight component.
- Projection Component: Whether the spell’s effect originates from the caster and travels through space toward its point of origination or if the spell’s effect simply manifests at the origination point. Spells without a projection component can be placed more precisely by the caster and are more difficult for other creatures to avoid but their potency is reduced by 1 level compared to spells with a projection component.
- Resistance Component: Whether creatures targeted by the caster or within the spell’s effect area have an opportunity to resist the spell’s harmful effects. Spells without a resistance component, or with a partial one are more reliable but their potency is reduced as follows.
- No Resistance Component: Creatures targeted by the caster or within the spell’s effect area automatically suffer the full harmful effects of the spell with no opportunity to reduce its severity. The spell’s potency is reduced by 3 levels.
- Half Resistance Component: Creatures targeted by the caster or within the spell’s effect area can make a save against the spell’s effects and reduce the severity by half if successful. The spell’s potency is not reduced.
- Full Resistance Component: Creatures targeted by the caster or within the spell’s effect area can make a save against the spell’s effects and entirely avoid the spell’s effects if successful. The spell’s potency is increased by 3 levels.
- Range Component: The size of the spell’s effects in terms of the number of creatures or area it has impact on.
- Self: The spell only affects the caster.
- Touch: The spell’s effect is delivered directly through physical touch from the caster.
- Selected Targets: The spell’s effect is precisely targeted by the caster to only affect creatures, objects, or spaces of their choice.
- A spell with selected targets has a maximum number of targets according to its potency level in the Spell Levels & Potency chart above.
- Area Effect: The spell’s effect is released into a contiguous space (line, cone, cube, or sphere) and all creatures or objects within it are affected.
- A spell with an area effect has a spatial shape and size according to its potency level in the Spell Levels & Potency chart above.
- Effect Type: What kind of impact the spell has on creatures, objects, or the space it effects.
- Damage: The spell causes affected creatures to lose hit points from suffering damage of specific damage type(s).
- Healing: The spell causes affected creatures to gain hit points (or temporary hit points).
- Augment: The spell causes affected creatures to become more powerful, protected, or capable.
- Impairment: The spell causes affected creatures to become less powerful, protected, or capable.
- Hybrid: The spell causes a mixture of the above effects to affected creatures. Hybrid spells can accomplish a wider range of impact but their potency level is decreased based on how many effect types the spell has.
- Damage & Healing: Spells which cause damage and healing do not have their potency level decreased but the dice potency must be split between the damage and healing done by the spell.
- Augment: Spells which augment affected creatures in addition to dealing damage, healing, or impairing creatures have their potency level reduced by 2.
- Impairment: Spells which impair affected creatures in addition to dealing damage, healing, or augmenting creatures have their potency level reduced by 2.