This downtime activity allows spellcasters to create rare spells by refining their knowledge. Pick a common version of a spell that the character knows and choose one modification from the modifications table. Alternatively, with the Narrator’s permission a character may choose one rare spell, provided it is of a level they can cast.
The character makes an ability check using their spellcasting ability and [[00-Balance Of Powers/3-Mechanics/6-Ability Scores/Arcana|Arcana]] (sorcerer, warlock, wizard), [[00-Balance Of Powers/3-Mechanics/6-Ability Scores/Nature|Nature]] (druid), [[00-Balance Of Powers/3-Mechanics/6-Ability Scores/Performance|Performance]] (bard), or [[00-Balance Of Powers/3-Mechanics/6-Ability Scores/Religion|Religion]] (cleric, herald). The DC of the check is based on the spell level as per Table: Rare Spell Crafting **and is increased by the desired modification.**
The character also has the option to perform the [[Research]] activity (before beginning, or between checks). This can provide points of [[Gather Information#Key Knowledge|Key Knowledge]] which may be spent to provide advantage on Spellcraft checks.
Each Spellcraft check requires 1 week and the amount of indicated materials (listed as Cost Per Week). A character requires a number of successful study weeks as listed on Table: Rare Spell Crafting, but **these weeks do not need to be consecutive**. If a character succeeds the check by 5 or more, that week counts as 2 weeks for the purposes of completion. On a failure, the character makes no progress that week and the materials are consumed, and on a failure by 5 or more the materials are consumed and a week of progress is lost. The rare spell is finished when the final check succeeds.
RARE SPELL CRAFTING (base values)
| Spell Level | DC | Cost Per Week | Successful Study Weeks |
| ----------- | --- | ------------- | ---------------------- |
| 1st | 15 | 100 gp | 2 |
| 2nd | 16 | 150 gp | 3 |
| 3rd | 17 | 200 gp | 4 |
| 4th | 18 | 300 gp | 5 |
| 5th | 19 | 500 gp | 6 |
| 6th | 20 | 1,000 gp | 7 |
| 7th | 21 | 1,500 gp | 8 |
| 8th | 22 | 3,000 gp | 9 |
| 9th | 23 | 5,000 gp | 10 |
RARE SPELL MODIFICATIONS (added to base values)
| Modification | DC Modifier | Effect |
| ----------------- | ----------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| Altered Effect | +0 | The spell’s primary effect is changed. This can be used to add or alter a spell’s damage type, affect what the spell targets, or otherwise modify its core effect. Examples include an invisibility spell that targets objects instead of creatures, a fireball that deals cold damage, or a lightning bolt that has a cone area. |
| Lingering Effect | +1 | The spell has a secondary effect that occurs after the spell has ended. Examples include a fireball that causes the target to take ongoing fire damage or a slow spell that leaves a target fatigued after its duration has ended. |
| Additional Effect | +2 | An additional effect is added to the spell’s primary function. Examples include an ice storm that freezes a target in place for the duration. |
| Additional Target | +2 | This spell has the means to target additional creatures. Examples include a paralyzing effect that spreads by touch or a suggestion to new targets through conversation. |
In order to invent a rare spell, a character must have access to the appropriate type of library. Wizards and sorcerers require a collection of arcane tomes. Clerics and heralds must have access to books of esoteric lore and theological texts. Druids need a sacred place of nature untouched by civilization. Bards utilize folios of magical compositions. Warlocks require forbidden texts and works of the occult.
Creating rare spells should be a collaboration with the Narrator. As always, the Narrator must approve any new rare spell. When in doubt, use preexisting rare spell effects for inspiration.
# Brand Spankin' New
In addition to crafting rare spells, it is possible to create entirely new spells. This process typically requires years of work and often represents the pinnacle of a spellcaster’s career. If a character wishes to create their own spell, it should require at least 2 months per spell level and 500 gold per spell level each week. DCs for such checks and the other specifics are determined by the Narrator, using the rules for crafting rare spells as a guideline.