A Derivative Spell is a type of crafted spell that can be created by the scholar. It is identical in most ways to an existing spell, but with minor changes. The scholar might change the damage type of a spell they know, increase its range, or accomplish the same effect with a different school of magic. All of these changes come at the cost of increased energy consumption over the original spell, or a higher level. In rarer cases, the scholar may wish to create a slightly weaker version of a spell to provide a lower level or energy cost.
A crafted spell counts as a derivative spell if it's identical to a spell the creator knows, but with one or more adjustments to its properties. Spells crafted this way automatically start at Revised (refined twice.) The table below provides guidelines for some common adjustments that can be made to spells and suggested changes in level or cost to balance them. Ultimately, whether or not a spell can be counted as derivative and the adjustments to its costs are up to the GM to decide.
The process for creating a derivative spell is largely the same as it is for spellcraft in general: first, the player describes to the GM the change they want to make to the effect of a spell their character knows. The player must specify the base spell. The GM then determines what changes are necessary to balance the new spell relative to its base. Upon a successful spellcraft check, the new spell is learned as a separate entry in the character's spellbook and counts as a spell crafted by that character.
Alteration(s) | Suggested Balance Changes | Difficulty Modifier |
---|---|---|
Increased Damage | Increase the energy cost relative to the damage for combat spells. For instance, if doubling the damage from 1 to 2 dice, the energy cost should be doubled. | +0 |
Increased Range | ||
Add Range to a spell witd a range of Touch | ||
Change the Range Shape or Projectile Type | ||
Change from Projectile or Targeting to Area of Effect, or vice-versa | ||
Change from Projectile or Attack to Targeting, or vice-versa | ||
Change the damage type | ||
Increase the duration of an effect | ||
Alter the valid targets | ||
Add precision effects such as selective targeting or homing | ||
Reduce the base level | ||
Shift to a different school of magic |
A form shift is a type of derivative spell that attempts to accomplish the same effects as an existing spell but utilizing a different school of magic. For example, a spell to make an object float is usually the domain of Physiomancy, but could also be accomplished through Evocation by greating a gust of air beneath it.
It's up to the GM whether any given spell effect can be shifted to the school of magic desired by a player. Considerable changes may be necessary to the resulting spell's level, cost, keywords, rulings, and specific effects.