Spellcrafters (5e Campaign Setting)

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The College of New Magics, Neverwinter Branch[edit]

Greetings I am Telvani Mirus and welcome to the Spell Crafters guild's College of New Magics. This is where you'll learn about this new magic that hit Faerûn recently.

(Hey Author here I'll be writing as if I am the God of the setting and more detailed explanations will be written like this. This setting is to be used in tandem with D&D 5e's other settings. You can use this to add to non standard settings by changing the words around to fit the setting you are currently running. Telvani Mirus is the mortal who overthrew the original god of magic and decided to reinvent magic to be more modular. As an example. When casting a spell you may use 1 Focus, A means to cast a spell as if it was a staff or arcane focus. A single keyword. Keywords add to the spell as if it was a Magic the Gathering card like Flash which allows you to cast a sorcery as if it was an instant spell and one Conduit which is a separate modifier then keywords. Conduits add interesting effects to your spell. Like Eldritch Eye an intrinsic Conduit for Warlocks that allows spells to act as Eldritch blast for the sake of using boons with your spell. As you level you gain more ways to craft spells the more things you add to the spell the higher its level will be. Here is an example of crafting a spell.)

Frozen Arc Barrage (Example Spell)[edit]

3rd-Level Evocation

Casting Time: 1 Bonus Action

Range: Range (150/600)

Components: S, M (Focus: Weapon Handle(Longbow), Conduit: Frozen Lightning, Splitting Arrowhead)

Duration: Instantaneous

Proliferate (Cast the Spell as if you casted it again)

Flash (Cast the Spell as a Bonus Action)

When Casting this spell the caster fires an arrow that deals 1d4 Cold and 1d4 Lightning Damage that hits N targets where N = the result of 2d4 the arrows can hit the same target multiple times.

Explanation Expanded[edit]

(As you can see the spell has One Focus, Two Conduits, and Two Keywords. The Focus Weapon Handle(Longbow) Is a means of casting a spell through a weapon. The Conduits Frozen Lightning is a Damage changing modifier that changed the damage to Cold and Lightning. The other Conduit Splitting Arrowhead is a Conduit that splits the arrow into multiple different projectiles but it lowers the damage die by 2. The Conduits do not get used unless they say so. But they must be on your person to be used. It)

Campaign Setting Information[edit]

Story[edit]

Within the College of New Magics there seems to be a vile corruption that you all have to help me figure out. While I can't be there in person cause well, There probably would be a violent commotion if I do that and while I am sad to say this I am also pleading to you, The College that's levitating above Neverwinter is as much my home as it is yours as well so I beseech you all to find out what all is going on there. A few of the Students there are saying its the work of the Old Order a group of cultists insisting that I give up my role as God of Magic and return it to its rightful owner so that magic can go back to the way it was. I would, But I kind of, Killed the old god of magic to steal their power. A few of the other gods understandably were fine with the new rebranding of magic since it allowed them to be much closer to their followers while some of the others. Weeell they dislike that they have to be closer to their mortal followers and that is putting it nicely. Even a few of the Patrons that warlocks where generally happy that they can express their magic in more ways for their followers. Another group of students are blaming the Warlocks seeing as though its a corruption.

The god fell silent for a while before his voice picked back up again

Sorry about that its kind of a mess up here which is another reason I can't come down there and sort it all out. The third reason is that I have a backlog of new Focuses, Keywords, and Conduits to sort out. You might be able to see some out there when I (The DM) approve of them so be on the look out they might actually be useful to you on your journey. I've also caught wind that there are also new monsters. Please be careful some of the monsters aren't fully documented yet and could prove very dangerous to go up against. They seem to be resonating with the new magics as well. I can't offer much but I highly advise you to steer clear of them until we know what they are capable of. Okay got all that? Alright! I believe in you guys please do what is necessary to keep that college safe.

Telvani sighed as he continued

Got to go again these gods are becoming a real nuisance to my work. I hope to convene with you all later. Best of luck adventures!

Class Stuff and Resources[edit]

(Okay so in addition to your Original Class you gain the table below. For hit die look to your Original Class. I'd also like to add that the Focuses/Conduit/Keyword bit of the table is to tell players what all they can put into a spell not how many they can hold onto.)

Class Features

As a Spell Crafting Table you gain the following class features.

Hit Points

Hit Dice: 1d0 per Spell Crafting Table level
Hit Points at 1st Level: 0 + Constitution modifier
Hit Points at Higher Levels: 1d0 (or 1) + Constitution modifier per Spell Crafting Table level after 1st

Proficiencies

Armor: All armor, shields
Weapons: Simple weapons, martial weapons
Tools: (Look to Original Class)
Saving Throws: (Look to Original Class)
Skills: (Look to Original Class)

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • One Focus, Two Conduits
  • Items from your Original Class and Background
  • Book of Known Keywords
  • Five Pieces of Spell Scroll Paper, Enchanted Ink and Quill

Table: The Spell Crafting Table

Level Proficiency
Bonus
Features Focuses / Conduits / Keywords —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 (Look to Original Class) 1 2 1 2
2nd +2 Spellcasting, (Look to Original Class) 1 2 1 3
3rd +2 (Look to Original Class) 1 2 2 4 2
4th +2 Ability Score Improvement, (Look to Original Class) 1 2 2 4 3
5th +3 (Look to Original Class) 1 2 3 4 3 2
6th +3 (Look to Original Class) 1 2 3 4 3 3
7th +3 (Look to Original Class) 1 4 3 4 3 3 1
8th +3 Ability Score Improvement, (Look to Original Class) 1 4 3 4 3 3 2
9th +4 (Look to Original Class) 1 6 3 4 3 3 3 1
10th +4 (Look to Original Class) 1 6 3 4 3 3 3 2
11th +4 (Look to Original Class) 1 6 4 4 3 3 3 2 1
12th +4 Ability Score Improvement, (Look to Original Class) 1 6 4 4 3 3 3 2 1
13th +5 (Look to Original Class) 1 8 4 4 3 3 3 2 1 1
14th +5 (Look to Original Class) 1 8 4 4 3 3 3 2 1 1
15th +5 (Look to Original Class) 1 10 4 4 3 3 3 2 1 1 1
16th +5 Ability Score Improvement, (Look to Original Class) 1 10 4 4 3 3 3 2 1 1 1
17th +6 (Look to Original Class) 1 12 4 4 3 3 3 2 1 1 1 1
18th +6 (Look to Original Class) 1 12 4 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement, (Look to Original Class) 2 12 4 4 3 3 3 3 2 1 1 1
20th +6 (Look to Original Class) 2 12 4 4 3 3 3 3 2 2 1 1

Spellcasting[edit]

By 2nd level, you have learned to channel the arcane energy from your surroundings

Preparing and Casting Spells

The Spell Crafting table shows how many spell slots you have to cast your spells. To cast one of your spells of 1st level or higher, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

Spellcasting Ability

All classes can cast spells, Each class uses different casting modifiers. For the casting classes they keep their casting mod but for the rest of the classes:

  • Fighters and Barbarians Casts spells with INT
  • Rouges Casts Spells with CHA
  • Monks Casts Spells with WIS.

Spell save DC = 8 + your proficiency bonus + your casting modifier

Spell attack modifier = your proficiency bonus + your casting modifier

Spellcasting Focus[edit]

(Each Focus has its own effect listed below. I recommend that the DM makes a handout that has all the Focuses listed as to not have to come back here.)

Orb - AoE

I find using an Orb to be useful in a few situations when you are surrounded and need to fire off lets say a field of electricity to shock and stun your opponents or your party is in a pickle and is in need of a healing spell or two. Hmm? OH! Some monks figured out that they can direct Ki into these orbs to store their ki for later use! How inventive! I wonder how it would react with different damage types...

Talisman - Self/Single Target Support

Ah yes the Talisman used to buff or heal your self if I had to guess these will be used by paladins or clerics more often then not to access enhancement spells or even healing spells. I'll even allowed the use of their gods power through these. So Clerics and Paladins go wild with these!

Weapon Handle - Spell Sword

Ah yes here is a new one. Think of these as weapons made of the spell you put into these. Fireball for example. If you hit someone with this the explosion of fireball becomes a cone that hits the person you slash and everyone behind them. Probably going to be a favorite for Fighters seeing as though its something that they are more inclined to use. Works with bows, guns, and crossbows too!

Whip Handle - Whip Spell

Another new one! Nice its exactly what you think its basically lightning lure but in different elements. Pretty neat to be honest. If I had to guess... This might be a favorite for Warlocks. Not for the Lightning lure even though its a great spell but for something more sinister.

Voodoo Doll - Curse Spells

Ooh exciting! I though of this while I was laying under a tree one day. Curses aren't as useful as one may think. They're also annoying to get off too. So for those who want to curse someone I made these. Curses now drop from healing but they are more potent. They can syphon strength from enemies to add to your own! If I had to guess... These will be banned from any magic tournament for being unsportsman like. A shame really.

Bell - Command Spells

Hmm this is a new one, I really hope that no-one sick in the head uses these... If I was a king I'd outlaw these immediately before something bad happens. If something bad does happen with this I'll personally kill who ever uses this for evil. These would be good for guards to use if that makes it better.

Glass Beads Conjoined - Bolt Spells

These next few is for you wizard types. You know who you are. This is your average firebolt spell just be careful cause these are glass and it will shatter if you pour too much energy into casting spells.

Glass Beads Sperate - N Beams where N is the number of beads

These are your average beam spells like Ray of Sickness or Scorching Ray. Same warning as above just be careful using these they are glass and will shatter if you pour too much energy into them.

Glass Convex - Larger Beam

Okay this one is a new one. These allow you to cast ray spells at a larger range. I think with spells that deal with light it'll increase the damage it does. Hmm... Interesting. Oh uh...Same warning as above

Glass Concave - Cone of Beams

Ooo I like this one. Basically it allows you to cast beam spells as a cone I wonder if this'll work like cone of cold.

Metal Plate - Armor Spells

Oh neat Armor spells, Lets see... Oh it seems to make the caster resist damage from different damage types for a time I wonder if any paladins or barbarians would enjoy these. WOAH! How interesting! A Barbarian found a use for this for offence! Very cool!

Glass Phals - Alchemy

Wow Alchemy seems to have gotten a rework I wonder how this will turn out. Oh a Dwar- He's using appraisal magic? Is he? What an interesting use of those two magics! He's Using them to greatly increase the potency of his ales! How very cool! Oh! Another person using Alchemy. A rouge? Ooo he's brewing poisons and invisibility potions! That seems...Right to be completely honest.

Non Player Focuses[edit]

(Until they learn from a NPC that uses it or if DM approved them to have it.)

Scythe - Harvest Magic (Nature)/Grim Magic (Necromancy)

Oh Neat this one has two! I guess I gave it to two people. Harvest Magic, let me see... Oh! I remember, I made this for Dave the Farmer to make farmer's lives easier and Reaper Magic? Oh that must have been Tiephon, I remember him wanting to be a Necromancer for good. I wonder how they are doing.

Rapier - Performance Magic (Illusion)

For those who want to be flashy! Wait why isn't anyone going for it? Its so coo- Oh sweet Rogues are picking it up. Well I'm glad some- OOO! BARDS TOO?! I am glad this is getting the respect it deserves!

Crystal Ball - Prophecy Magic (Divination)

I CAN SEE THE FUTURE! Oh what..? You already heard that one before? How? I just came up with i- oooh.

Tarot Cards - Wild Magic

For those who like to gamble...You know who you are.

Fist - Elemental Bending (Avatar Element Bending)

Ooh a ne- WHAT!? AW MAN I WANT TO USE THAT!

Scalpel - Surgery Magic (Think of it like the Ope Ope No Mi)

I hope this makes chirurgeon's lives a lot easier.. Gods know they need it.

Briefcase - Spatial Magic

Ooo Spatial Magic, Oh... What a weird focus for it...Huh. Well anyway I hope you gu- Wait why is only one guy using it? Aw man...

Hammer - Creation Magic - Artificer

Hey Artificers! I made this one especially for you guys! Try it out. I hope you guys like it us Int casters got to stick together!

Book - Summoning Magic

Hey I know I am the god of magic but please don't use th- What? It summons mini versions of gods? Oh. Well. Carry o- OH MY ME! TINY ME IS SO CUTE!

Mirror - Mimicry Spells (Learn Spells from Monsters)

Ooo what a neat idea! I hope some one uses this.

Hourglass - Time Magic

Woah! Time Magic is back! I always wondered why there wasn't any Chronomancy spells when I was mortal.

Specialty Crystal - Weapon Magic

Huh, I wonder what this does. (It summons floating weapons that the caster can control)

Jeweler's Glass - Appraisal Magic

Ooo what a neat concept! This is Identify on the molecular level! I'd assume that this would be used for fine tuning magical artifacts and checking their value.

Telvani's Old Tome - Creation Magic - Unchained

Woah! My old spell book, Where'd you find that? Eh doesn't matter. Hey, Let me pour some magic into it for you.

Conduits[edit]

(What elements your spells can be casted with sometimes it has multiples.)

Non-elemental[edit]

Piece of Broken Blade

(Slashing)


Iron Ingot

(Bludgeoning)


Spear head

(Piecing)


Bottled Thunder / Megaphone

(Thunder/Force Up to DM's digression)


Bent Spoon

(Psychic)


Petals of Nightingale

(Poison)

Elemental[edit]

Ever-burning Ash

(Fire)


Ice Spike

(Cold)


Lightning in a Bottle

(Lighting)


Petals of Magnolia

(Acid)


Holy Water

(Radiant)


Skull

(Necrotic)

Two Mixtures[edit]

(These items must be found or made throughout the campaign)

Primary Fire Mixtures[edit]

Molten Magma

(Fire & Fire)


Frozen Flame

(Fire & Cold)


Rusted Iron

(Fire & Lightning)


Ruby

(Fire & Acid)


Shard of Ra's Staff

(Fire & Radiant)


Ashes of a Phoenix

(Fire & Necrotic)


Primary Cold Mixtures[edit]

Dried Ice

(Cold & Fire)


Shard of Unmelting Ice

(Cold & Cold)


Frozen Electrically Charged Metal

(Cold & Lightning)


Blue Aquamarine

(Cold & Acid)


Skaði's Broken Arrow

(Cold & Radiant)


Frost Bitten Flesh

(Cold & Necrotic)


Primary Lightning Mixtures[edit]

Singed Wood from lightning

(Lightning & Fire)


Frozen Bolt of Lightning

(Lightning & Cold)


Bottled Megavolt

(Lightning & Lightning)


Sea Glass

(Lightning & Acid)


Shard of Zeus's Thunderbolt

(Lightning & Radiant)


Remains of Lightning Elemental

(Lightning & Necrotic)


Acid[edit]

Vial of Sulfuric Acid


Vial of Acetic Acid


Hydrofluoric acid

Keywords[edit]

First Strike

Attached spell is cast as a Reaction

Flash

Attached spell is cast as a Bonus action

Proliferate

Attached spell is cast again N times where N is the amount of Proliferate on the spell as if the spell did not have Proliferate. (Max of Three times on a spell) Spells cast this way does not cost extra to cast.

Affinity

Attached spell goes up once in damage die (Ex: 1d4 > 1d6) if it is the same damage type as the named damage type. The type of damage can only be changed during a Long or Short Rest.

Amplify

Support Spells Only

When attached spell is an enhancement spell, the casted effect gains +N where N is the number of times Amplify is put onto a spell (Max of 3 times on a spell) (Example: If a spell gives caster +2 ac it instead gives +5 ac at max) When attached spell is a restoration spell, the casted effect gains +N dice.

Bestow

Support Spells Only

When attached spell is cast, Any beneficial effects on caster will be placed onto target ally.

Daybound & Nightbound

Attached spells can be only cast during Day or Night respectively these spells gain an extra two damage die and are sun and moon themed. You may only have one of these on a single spell at a time. (Max of 1 time on a spell)

Enraged

Barbarian Only

Attached spells makes caster fall into Rage. Spells that would be concentration sill activates without concentration.

Deathrattle

Attached spell is cast when caster dies (Must have spell slots to be cast)

Lifesteal

Attached spell heals caster for half of damage done. This effect does not stack.

Silent Cast

Rouge Only

Attached spells gain the ability to used with Sneak Attack. (You do not need this for dagger weapon focuses)

Double Cast

Wizard Only

Attached spell casts a separate spell without its keywords

Empowered Cast

Attached spells gains an extra damage die and go up in damage die (Ex: 1d4 > 2d8)

Two Weapon Casting

Fighter & Rouge Only

Attached spells are put onto two sperate weapon focuses.

Ballad of Battle

Bard Only

If attached spells are Enhancement or Restoration Spells They gain the effect of Amplify and one Proliferate. This does not count towards the maximum number of Proliferate or Amplify you can put on a spell.

Eclipsebound

Druid Only

If attached spells have the Daybound or Nightbound keyword they can be cast whenever with half its benefits. But if they are cast during an eclipse it gain double its benefits.

Para Magic

Sorcerer Only

Attached spell allows caster to regain Metamagic points equal to the half of the spells level rounding up.


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