Spell Creation Details

Note

This article is only relevant to those with the appropriate Feat or subclass.
 

Template Spell

[Your Name]’s Template Spell
Spell Level and School
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Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous
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If the spell restores health or grants beneficial effects, they are granted. If the spell does damage or inflicts conditions, affected creatures make a saving throw. Creatures that fail the saving throw take damage as applicable, and are affected by any status effect(s) until the end of their next turn. They take half damage on a successful save.
          If the spell requires concentration, any effect marked with a ** continues for the duration of the spell (if it is not, they end at the end of the affected creature’s turn). Creatures that wish to end the effects of the spell on them repeat the saving throw against any effects at the end of their turn, ending all effects against them on a success. If a target is under a condition from the spell that would cause them to automatically fail their saving throw, they make a Constitution saving throw to overcome it instead. If the spell creates an illusion, it can be revealed with an Investigation check against your Spell Save DC.
          If the spell has any range added, its range becomes that instead of Touch. If the spell has an Area of Effect added but not a range, it becomes a range of Self.
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Spell Creation Table

Creation Points
Effect
0
Dexterity, Constitution or Wisdom Saving Throw
2
Strength, Intelligence or Charisma Saving Throw
1
The spell does +1d8 acid, fire, lightning, poison, cold, thunder, or necrotic damage
1
The spell does +1d6 force, psychic, radiant, bludgeoning, slashing, or piercing damage
1
The spell grants +1d4 temporary hit points for 1 minute
1
The spell restores +1d4 hit points
1
The spell has a +10 foot radius
1
The spell has a +60 foot range
2
The spell creates difficult terrain until the end of your next turn**
2
The spell creates an illusion within its range radius**
1
The spell manipulates up to 5 cubic feet of an element (Fire, Water or Earth)
2
The spell summons a CR 1/4 creature (that cannot cast spells) under the caster’s control**
1
Targets are moved 10 feet directly away from the caster
1
Targets are moved 5 feet in a direction of the caster’s choice
2
Attacks against targets failing the Saving Throw have advantage**
1
Targets failing the Saving Throw become deafened**
2
Targets failing the Saving Throw become frightened**
2
Targets failing the Saving Throw become charmed**
2
Targets failing the Saving Throw become blinded**
3
Targets failing the Saving Throw become restrained**
4
Targets failing the Saving Throw become paralyzed**
1
Targets take +1d6 damage of any type at the start of their turn**
2
You can select which targets within the Area of Effect (radius) the spell affects
0
The spell becomes Concentration, max 1 minute
1
The spell no longer has a Somatic Component
4
The spell’s casting time becomes a Bonus Action
2
You can select which targets within the range the spell affects
4
The spell targets two creatures or points