Creating New Incantations
Designing unique
incantations is a tricky balancing act.
Incantations are intentionally constructed to be much more idiosyncratic than spells. Since
incantations hinge on Knowledge (arcane lore) checks, it's possible for characters to gain access to powerful magic before they are ready for it.
Incantations are built from building blocks called seeds, which describe in general terms the magic effect you're trying to create. When you're designing your own
incantation, you'll first choose which seed (or seeds) you want for the
incantation.
Each seed comes with its own Knowledge (arcane lore) DC, which will serve as the base DC for the
incantation you're designing. If you're designing an
incantation with more than one seed, choose the most important one to provide the Knowledge (arcane lore) DC. Other seeds add one-third their Knowledge (arcane lore) DC to the total.
Next you'll apply a number of factors: modifications to the Knowledge (arcane lore) DC based on the specifics of your ritual. Increasing the base range of an
incantation, for example, is a factor that will increase the Knowledge (arcane lore) DC. Reducing the duration of the
incantation, on the other hand, is a factor that reduces the Knowledge (arcane lore) DC.
The third step is to
identify components and options for the
incantation. Some of your choices here may modify the Knowledge (arcane lore) DC further.
Next, you'll set the effective level of the
incantation. In some respects,
incantations are like 6th- through 9th-level spells. Assess how powerful the
incantation is, and assign it an effective level. The effective level determines a number of relatively minor aspects to the
incantation: how many
total successes are required, the exact
save DC of the
incantation, and sometimes its precise range and duration.
Total Successes: Equal to the
incantation's effective level (minimum 6).
Save DC: Equals 10 +
incantation's effective level + caster's Charisma modifier.
Duration and Range: Assume a caster level of twice the spell's level, using the same formula a spell would. For example an
incantation built from a seed with a duration of "minutes" would last 12 minutes if it's effectively a 6th-level spell. The same
incantation with Medium range can affect a target up to 220 feet away.
Finally, you'll decide how to put the new
incantation in your game. Usually, a Research check will suffice to reveal it to the characters, but some
incantations can be powerful
tools in the hands of NPCs.
Fundamentally, it's important to realize that this system is meant as a starting point, not the last word. Anytime you have multiple modifiers to a single DC, the potential for accidental consequences or intentional abuse is there.
To keep
incantations under control in your campaign, avoid creating
incantations with Knowledge (arcane lore) DCs lower than 30. Conversely, don't allow any
feat,
class feature, or magic item that provides a large bonus to Knowledge (arcane lore) checks. Bonuses of +2 or even +4 are fine, but larger bonuses might unbalance your game.
GMs should emphasize how much faster, easier, and safer spells are than
incantations. Every
incantation you create should have at least one component that's difficult for the caster to deal with, such as an
experience point cost, expensive material component, or significant
backlash. Because
incantations don't require spell slots-or even spellcasting ability-you need to make sure that characters can't simply cast
incantations repeatedly, stopping only to sleep.