Signature spell

When you reach 5th level, your studies of the arcane has resulted in the development of a signature spell. To you, this is an wizard spell that you always have prepared.

Your signature spell follows the following rules:

  • When you create a signature spell, you select a base spell from your spellbook and modify it.

  • The new spell is then named by you and recorded in your spellbook as a new spell.

  • You can also determine the spell’s visual and other sensory effects when cast the spell, although these changes do not impact the spell's mechanics.

  • You must select a base spell from your arcane specialisation school that you have in your spellbook. You use the statistics of the base spell to create you new signature spell.

  • The new signature spell cannot be cast as a ritual, even if the base spell can be cast as a ritual,

  • The new signature spell is treated like the original spell (e.g. effects that block magic missiles also block a signature spell based on magic missile and effects that can be removed by dispel magic can also be removed by a signature spell based on dispel magic).

When you modify a base spell, you follow the following rules:

  • To create a signature spell, you can select any number of modifications from the spell modification list below and add them to the base spell. Each modification increases the level of the new signature spell by a number listed in the parenthesis (e.g. if you apply the ‘moving spell (+1)’ modification to a base spell of 1st level, the new signature spell is 2nd level):

  • The base spell must meet the base spell requirements of a modification you want to add to be applied. Also, any modifications added to a base spell allows the spell to meet the base spell requirements (e.g. if a modification requires that the base spell is a spell that requires a saving throw, you can use theschool spell (+0)’ modification to change a spell that requires a spell attack into a spell that requires a saving throw to meet this requirement).

  • Some modification options grant multiple options when you apply it. Unless otherwise noted, you must select only one option when applying the modification.

  • When you add modifications, you add them one at a time and their effect is added to the spell before you add another modification (e.g. you may add the ‘raise spell (+1)’ modification to charm person twice to raise the spell to a 3rd level spell to grant the new spell three targets before you then add the ‘damaging spell (+1)’ modification to have the new signature spell also damage those targets when they fail their saving throw; creating a new signature spell with a total spell level of 4th level).

  • If the base spell benefits form being cast using a spell slot of higher level, those are delayed by the levels added to the base spell - if the new signature spell is two levels higher than the base spell, the signature spell won’t benefit from being cast at a higher level until you cast it using spell slots two levels above when it would normally start scaling (e.g. if the base spell is a 1st level spell that benefits from being cast with a 2nd level spell slot, a 3rd level signature spell does not benefit from being cast with a higher level spell slot until it is cast with a slot level of 4th level or higher).

  • After adding the spell modifications, the total level of your new signature spell must be of a level you can cast, as shown on the wizard table.

 

Spell Modifications

When you create your new signature spell, you can add one or more of the following modifications to the base spell:

Elemental spell (+0)

You change the spell’s damage type to one of: acid, cold, fire or lighting damage. If the base spell had multiple damage types, the new signature spell only has one damage type.

Base spell requirement

A spell that deals acid, cold, fire or lighting damage.

Material spell (+0). 

You change a non-costly material component the spell to another non-costly material component.

Base spell requirement

A spell that requires a non-costly material component.

School spell (+0)

You change either the damage the spell deals or make it so the spell requires a (different) saving throw. You can apply both these effects to the spell if you want. The damage type and type of saving throw you can choose from depends on the spell’s school:

  • Abjuration. force or thunder damage; Constitution saving throw

  • Conjuration. bludgeoning, piercing, slashing, or poison damage; Dexterity saving throw

  • Divination. psychic damage; Charisma saving throw

  • Enchantment. psychic damage; Wisdom saving throw

  • Evocation. force or radiant damage; Dexterity saving throw

  • Illusion. psychic; Intelligence saving throw

  • Necromancy. necrotic or poison damage; Constitution saving throw

  • Transmutation. bludgeoning, piercing, slashing, or thunder damage; Constitution saving throw

Base spell requirement

A spell that requires a saving throw or a spell attack roll.

Trigger spell (+0)

You change the reaction trigger for your signature spell (e.g. “reaction, which you take when another creature within range is hit by an attack”).

Base spell requirement

A spell that can be cast as a reaction.

Damaging spell: (+1)

You give the spell the ability to deal damage. Even if the base spell does not require concentration, this spell requires concentration. The new signature spell must also be modified by the ‘school spell' modification as well to determine the type of damage the spell deals and which type of saving throw the signature spell requires, if base spell does not already require a saving throw:

  • Area Effect Damage. Either when you cast this spell or when the spell ends (decided when you creature the signature spell), creatures in the spell’s area must make a saving throw or take damage equal to a number of d8 times the signature spell’s level. On a successful saving throw, creatures in the area instead take half damage. When cast with a spell slot of a higher level, this damage increases by 2d8 for each spell slot level above the signature spell’s spell level. This benefit replaces the base spell’s benefit from being cast at higher levels.

  • Bursting Damage. One target of the spell damages other creatures around it. Any creature that enters within 5 feet of the target for the first time on a turn or ends its turn there must succeed on a saving throw or take a number of d8 times the signature spell’s level damage, or half as much damage on a successful save.

  • Continuous Damage. Each time a creature fails a saving throw against this spell, it takes damage equal to a number of d6 times the signature spell’s level.

  • Controlled Damage. For the duration of the spell, you can use an action on subsequent turns to target another creature with 30 feet of the spell’s target or effect. That target must make a saving throw or take damage equal to a number of d10 times the signature spell’s level. On a successful saving throw, the target instead takes half damage.

Base spell requirement

A spell that does not deal damage.

Lingering spell (+1)

This spell lasts for 1 minute and requires concentration:

  • Lingering Buff. If the spell base spell targets a willing creature or ‘self’, the spell’s duration simply increases to 1 minute and requires concentration.

  • Lingering Area Effect. For the duration, the spell lingers in an area. If the spell creates an area of effect (such as a burst, cone, line, or sphere), the spell’s effect stays in that area for the spell’s duration. Any creature that enters within or ends its turn in the lingering spells area is affected by the spell and must make the relevant saving throw or suffer the effect of the spell as described in the spell description. If the spell does not already call for a saving throw, you must apply the ‘school spell’ modification to this spell as well to determine this saving throw.

  • Lingering Spell Effect. For the duration, a target of this spell suffers the effect of the spell again at the end of each of its turns unless it succeeds on a saving throw, ending the effect on itself. If the spell does not already call for a saving throw, you must apply the ‘school spell’ modification to this spell as well to determine this saving throw.

Base spell requirement

A spell with a duration of ‘instantaneous’ or ‘1 round’ that does not restore hit points.

Moving spell (+1)

You give the spell the ability to move targets:

  • Instant Move. When you cast this spell, creatures are moved 5 feet times the signature spell’s level if you hit them with a spell attack or they fail a saving throw against this spell. When you apply this modification to a signature spell, you choose whether the spell pushes the target away or pulls the target towards the origin of the spell.

  • Contineous Move. Each time a creature is hit by a spell attack or fails a saving throw against this spell, it is also moved up to 5 feet in any direction.

Base spell requirement

A spell that requires a saving throw or a spell attack roll.

Raise Spell (+1).

The spell gains the benefit of being cast one level higher. You can apply this spell modification multiple times (e.g. you could apply this modification twice to a base fireball spell to create a 5th level spell that deals 10d6 fire damage on a failed saving throw - as the fireball spell would do when cast with a 5th level spell slot).

Base spell requirement

A spell that gains a benefit from being cast at higher level

Repeat spell (+1)

For the spell’s duration, you can use an action, bonus action or reaction (same as the spell’s casting time) to get an effect:

  • Repeated Area Effect. If the spell covers an area (such as a wall of fire spell), you can move the spell effect to another point within range (or the same area again).

  • Repeated Creation. If the spell has created a summoned creature or another spell effect (such as the summon celestial ally and wall of stone spells) you can reform it, as if you had cast it again, in any point within 30 feet of the original spell effect. If the effect is one that can take damage, it retains any damage taken when you reform it in this way.

  • Repeated Spell Target. If the spell targets one or more creatures (such as the hold person spell), the spell immediately ends on creatures already influenced by the spell and you can choose new targets. If the base spell allows a target to end the spell on itself on a successful saving throw, a creature that has already succeeded on its saving throw against this spell cannot be targeted again for the spell’s duration.

Base spell requirement

A spell that has a duration of one minute or longer that requires concentration.

Shared Spell (+1) 

The spell can target a willing creature within range and the spell’s range is ‘30 feet (sight)’.

Base spell requirement

A spell with a range of ‘self’.

Mass Spell (+2).

The spell targets up to 6 creatures or objects. All targets must be within 30 feet of each other when you cast the new signature spell. When cast with a spell slot of a higher level, the number of targets increases by one for each spell slot level above the signature spell’s spell level. This benefit replaces the base spell’s benefit from being cast at higher levels.

Base spell requirement

A spell that targets only one creature or object.