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veryone dreams of playing legos with spells This wizard will generate 10 affinity points per day.
to make cool magical items. It is largely up To create a magical artifact that generates one level one
to the DM to set limits on that, which can spell charge per day would require 100 pts. So this would
be a source of frustration on both sides of take the caster 100 pts / (10 pts per day) = 10 days of action.
the screen as D&D's rules are burdensome
to a campaign and lack core principles to 6th level caster example
work from. A 6th level full caster would similarly generate 24 points per
With these optional rules you don't have to argue. Derived day. In 4–5 days of action they could generate enough affinity
from D&D's baked-in principles of affinity, capacity, for an object that recharges a level one spell each day.
permanence, and complexity you can easily plan and create However, if the caster frequently casts 3rd level spells like
magical items and effects, with minimal disruption to the protection from energy and maintains concentration for a full
campaign and realistic costs. hour (12 affinity), they could generate much more affinity.
Once you understand these really simple concepts, the only This generates great gameplay tension when a caster is
limit is your imagination. Also, the last section has useful spending their high level spell slots for their pet project and
examples to work from. the team is like, "knock it off, you fool, and save us!"
1. Affinity Balance
Magic wants to leave spellcasters and do its thing. Trying to In terms of game play balance, for both the 3rd level and 6th
get it to stay in an object is hard. Affinity is how strong an level wizard examples, 2-3 gaming sessions gets the
object attracts magic. Spellcasters have high arcane affinity, character a magical device appropriate to their level–not too
which is why they are able to recharge spell slots. When an powerful, but good enough to be excited about.
object attains a high enough affinity, it will draw its own
arcane power and recharge on a long rest as spellcasters do. 2. Capacity
Affinity in magical objects primarily comes fromn time and
proximity to magic being used, like iron becoming A caster has spell slots that represent how much magical
magnetized by being close to another magnet. energy they can hold. As they gain experience, they become a
deeper well for arcane or divine power. Similarly, objects
Gathering affinity have a finite magical capacity that will set the maximum level
If a spellcaster focuses on an object in their possession while of a spell they can hold, or equivalently the number of charges
casting a 1st level spell, it gains 1 point of affinity. If a caster of a lower-level spell.
does the same for an object with a 9th level spell, the object Capacity is determined primarily by an object’s value.
gains 9 points of affinity. Affinity increases the longer This becomes one of the main motivators behind questing.
concentration on a spell is held. The rarer and more valued an item is, the higher its arcane
capacity. It’s as if arcane power has its own sense of greed, or
Concentration Duration Total affinity gained perhaps pride. Doubling value increases capacity by one
1 round/reaction 1 x spell level
spell level.
1 minute 2 x spell level Spell capacity per level vs. value
10 minute 3 x spell level Value 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1 hour 4 x spell level 50 gp 1 -- -- -- -- -- -- -- --
100 gp 2 1 -- -- -- -- -- -- --
So, the reason it takes time to create a spell scroll is that
you have to create enough affinity in the scroll or object for it 200 gp 3 -- 1 -- -- -- -- -- --
to retain the magic required by the spell. 400 gp 4 2 -- 1 -- -- -- -- --
Self-charging 800 gp 5 -- -- -- 1 -- -- -- --
If an object has magical affinity, it will gather arcane power 1600 gp 6 3 2 -- -- 1 -- -- --
gradually until it reaches its maximum capacity. Affinity 3200 gp 7 -- -- -- -- -- 1 -- --
determines how much power collects per day.
6400 gp 8 4 -- 2 -- -- -- 1 --
Charges per day = (affinity/100) / spell level
12800 gp 9 -- 3 -- -- -- -- -- 1
3rd level caster example
Consider a 3rd level wizard who casts their full spell
complement daily, with 1 minute concentration on one out
every four spells they cast.
1
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Loading and Overloading If we can make a single-use magical object with 1/10th
capacity, but provide enough affinity, it seems reasonable we
A magic item can be repeatedly charged with spells up to its can make a single use magical object with minimal affinity,
capacity. However, by spending additional spell slots, a but provide enough capacity. The two most common single-
spellcaster can overload an object with additional single uses use magical items are, in fact, these two extremes.
charges equal to their spellcasting ability modifier, subject to
the following conditions which prevent abuse: Potions: High capacity (expensive) and
low affinity item
To overload, all spell slots must be spend at once. A potion has capacity deriving from the value of the
Each overloaded charge adds a 10% chance of the ingredients. The magic is intrinsic so a mage doesn’t have
object breaking and losing its value (capacity) after pack it in. Even a nonspellcaster can make a potion. So, a
spending the last overloaded charge. potion is an expensive way to store magic, but requires
Overloaded changes must be spent before an item can be minimal affinity.
overloaded again.
Overloading example Spell scroll: Low capacity (cheap) item
Consider a 200 gp item. It has capacity of 3 charges. A with affinity
wizard with +2 intelligence modifier can cram in two The time the magician spends with the scroll grant it a level
additional charges, for a total of five charges. The object will of affinity sufficient to hold the spell. However, a spell scroll
have a 20% chance of breaking after spending the 2 has the low value of ingredients: parchment and ink, so it has
overloaded charges. More possibilities are shown in the very low capacity. So, scrolls are fundamentally “overloaded”.
following table as an example. This is why scrolls can’t be recharged.
Between those two extremes there are host of options for
Loading +1 +2 +3 +4 overloaded items, items that hold multiple chages, self-
Breaks after spending
1x charging
Sufficient value (1x) Potion or higher level spell
3
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Example of spell permanence increasing by repeated casting
Time to next level of permanence
# of castings Spell Duration Minimum frequency of casting Example frequency of casting (total elapsed)
1–9 1 hr 2.4x/day (10 hrs) 8hrs (3x/day) 3.3 days
1 tenday
4
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Spell stacking limit: 6 spells That sounds about right for a self-driving, kick-butt cannon
The practical limit for spell stacking is 6 spells, which you can use as a bonus action (~feat). DMs, note that if this is
increments two spell levels of complexity. For example taking too long, let the wizard find an object with high affinity,
imbuing six 2nd level spells bumps the complexity of a for instance the spellcasting focus of a powerful caster they
construct up to 4th level. defeated. Then the task becomes much easier. They only
The reason for this is clear. No amount of low level healing need craft the focus into a construct with enough value
spells could bring someone back from dead. To access (capacity) to hold the spells.
greater power over the mind, fate, life and reality, higher-level As an example the wizard could have a staff that conjures a
spells are needed. From this perspective, it is easy to see why beast that spews fire at their enemies as breath weapon, or
simulacrum is a 7th level spell and you can’t create one by hurls stones with tremendous force. It doesn't need to be a
combining the spells tiny servant and enlarge. There are steampunk gadget like what the artificer uses.
layers of definition of existence: identity, purpose, Making a life-saving amulet
understanding, and capability the lower-level spells can’t pick
up and reproduce. There are two ways to do this. We could make an item that
self-charges a single use of the cantrip spare the dying. You
Magical item examples would use a command word and touch it to a dying creature.
Lame. Might as well do a medicine check.
As an example, consider the Artillerist Artifcer's magical A better device would be an amulet that recognizes when
canon. What would it take to create this as a magical item? the user is dying and casts the cantrip automatically. That
lets your team keep fighting rather than attending to you. But,
Making the Artillerist's Cannon it's a step up in intelligence, so we'll need to find a spell that
Cannon features can sense whether something is alive.
Physicality: movement, high AC, 5th level HP, 1 hour This feels like divination magic and detect poison and
duration, and obedience disease sounds like a good candidate. It's a 1st level spell and
Spell effects: flamethrower, ballista, and protector mode it has a duration of 10 minutes. However the range is 30 ft. If
it is on the user's chest, we only need 1 ft. of range to detect a
As a bare-bones example, we'll consider an item we can heart stopping. That means we can divide the range by 30x
use once per day. And we'll choose one mode of operation. and increase the duration by 30x up to 5 hours. You can
The behavior, AC, HP and duration are similar to the bargain some extra duration here, because the spell only
summon beast, a 2nd level spell. So we'll need sufficient needs to detect one kind of disease: heart failure. So that nets
affinity and capacity for self-charging and storing a 2nd level us another factor of five (this is where you argue with your
spell per day. DM), for about a day's worth of duration. Argue it this way: we
The flamethrower and ballista actions act like cantrips reduce the range for an increase in duration to 8 hrs and
being cast at 5th level or roughly a 1st level spell. Using our reduce the spell functionality for an increase in duration to
previous assumption of a cantrip being used about five times 24 hrs.
per day, we'll need enough capacity and affinity to charge five Amulet of Life Sparing
1st level spell slots.
Spell level slots affinity capacity (value)
Flamethrower/force ballista construct spare the
cantrip
5
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Making a +1 weapon +1 Weapon
Spell level slots affinity capacity (value)
There aren't spells that do this exactly, so we'll have to kludge
it. arcane weapon 1st 1 100
1 (50 gp arcane
focus)
Spell selection 1 (50 gp holy
We'll need a spell to increase damage. Here are some bless 1st 1 100
symbol)
options:
10 scrolls of
1st (1000 gp)
arcane weapon (artificer spell) bless
hunter's mark (ranger spell, has limits on the target) Weapon (varies)
divine favor (paladin spell)
(1100 gp +
6
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Change Log
Date Change
Initial release on gmbinderc.com at
2022.02.10 https://www.gmbinder.com/share/-
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