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The Spellbinding System v.1.4

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0% found this document useful (0 votes)
77 views

The Spellbinding System v.1.4

Uploaded by

amarting07
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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THE SPELLBINDING
SYSTEM
BY: ZAGREUS.W

You have garnered spells over your time of study, and have now learned how to
modify and tune them to your liking in a grand display of arcane understanding.
You can modify a spell of your choice as long as it is a prepared spell you have in
your possession or a spell on your spell-list, spells gained through items or other
features can also be modified. However if you are ever to lose access to those spells
you do not get to undo its modification until you can change the binded spell which
occurs upon level-up, likewise if you do not have a modified spell prepared you
cannot apply it to a different one.

You can bind a spell a number of times equal to your proficiency bonus + the spells
level, this is what you spend on the associated costs when increasing the tier of any
spellbind you take. (ex. you are a 3rd level Wizard. You are able to spellbind Burning
Hands with an amount of points equal to 3, these are your expendable points you would
therein utilize when increasing the tier of an aspect of this spell.)

You do not gain more points if you upcast, you gain 1 spellbind at 1st level, a 2nd at
4th level, a 3rd at 8th level, a 4th at 12th level, a 5th at 16th level and a 6th at 20th
level. You can change one binded spell per level up, however you can change the
modifications of any binded spell in your possession at the time of leveling up.
RANGE TIER TABLE
Tier Range Cost
1 Touch 1
2 10 Feet 2
3 30 Feet 3
4 60 Feet 4
5 90 Feet 5
6 120 Feet 6
7 150 Feet 7
8 300 Feet 8
9 500 Feet 9
10 1000 Feet 10
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DURATION TIER TABLE
Tier Duration Cost
1 1 Minute 1
2 10 Minutes 2
3 1 Hour 3
4 8 Hours 4
5 12 Hours 5
6 24 Hours 6

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DAMAGE TIER TABLE
Tier Duration Cost
1 d4 1
2 d6 2
3 d8 3
4 d10 4
5 d12 5

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AOE TYPE TABLE
Tier Cost
Ranged Spell Attack 2
Cone
Cube
Cylinder 3
Line
Sphere

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AREA OF EFFECT TYPE
Tier Area of Effect Cost
Cone
1 15-foot cone 1
2 30-foot cone 2
3 60-foot cone 3
4 90-foot cone 4
5 120-foot cone 5
6 180-foot cone 6

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AREA OF EFFECT TYPE
Tier Area of Effect Cost
Cube
1 1
Damaging: 5-foot cube, Non-Damaging: 10-foot cube

2 2
Damaging: 15-foot cube, Non-Damaging: 20-foot cube

3 4
Damaging: 20-foot cube, Non-Damaging: 30-foot cube

4 6
Damaging: 30-foot cube, Non-Damaging: 40-foot cube

5 8
Damaging: 40-foot cube, Non-Damaging: 50-foot cube

6 10
Damaging: 50-foot cube, Non-Damaging: 60-foot cube

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AREA OF EFFECT TYPE
Tier Area of Effect Cost
Cylinder
1 5-foot radius, 10-feet-high 1
2 10-foot-radius, 20-feet-high 2
3 15-foot-radius, 30-feet-high 4
4 20-foot-radius, 40-feet-high 6
5 30-foot-radius, 60-feet-high 8
6 60-foot-radius, 80-feet-high 10

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AREA OF EFFECT TYPE
Tier Area of Effect Cost
Line
1 20 feet long and 5 feet wide
1
2 40 feet long and 5 feet wide
2
3 60 feet long and 10 feet wide
4
4 80 feet long and 10 feet wide
6
5 100 feet long and 15 feet wide
8
6 200 feet long and 20 feet wide
10

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AREA OF EFFECT TYPE
Tier Area of Effect Cost
Sphere
Damaging: 10-foot radius,
1 Non-Damaging: 15-foot radius 1
Damaging: 15-foot radius
2 Non-Damaging: 20-foot radius 2
Damaging: 25-foot radius
3 Non-Damaging: 30-foot radius 4
Damaging: 40-foot radius
4 Non-Damaging: 45-foot radius 6
Damaging: 60-foot radius
5 Non-Damaging: 65-foot radius 8
Damaging: 85-foot radius
6 Non-Damaging: 90-foot radius 10

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SPELLBINDS
BY: ZAGREUS.W

The cost of the spellbinds below are equal to the graph above when determining the
total cost. A spell cannot have its tier reduced below 1, if this occurs then you
cannot choose that specific spell bind.
(ex. You attempt to give Cure Wounds - Range to Number of Targets, which would bring
cure wounds' tier 1 below tier 1. This is not possible, you would first need tier 4 range so
it can be lowered to tier 1 for the spell bind to take effect.)

When calculating the cost of a spellbind, you subtract the total cost of the spellbind
as it increases it’s tiers. As an example if you have 4 points for the spell Darkness, if
you were to take Range to Area of Effect the cost would be 2. Meaning that you sub-
tract the cost from your total amount of points being 4, leaving you with 2 points
left to expend on another spellbind.

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Range to Die Trade Off (Requires a spell that rolls a die to determine an out-
come.)
Reduce the effective range of the spell by 1 tier, to increase its damage by 1 dice tier.
A spell with its damage increased in this way can only increase to a maximum of a
d8.

Range to Duration Trade Off (Requires spell with a duration of at least 1


minute.)
Reduce the effective range of the spell by 1 tier, to increase its duration by 1 tier. A
spell with a duration of instantaneous has its effects end at the start of your next
turn.

Duration to Range Trade Off (Requires spell with a duration of at least 1


minute.)
Reduce the duration of your spell by 1 tier to increase the effective range by 1 tier.

Duration to Die (Requires spell with a duration of at least 1 minute, and also
needs the roll of a die to determine an outcome.)
Reduce the duration of your spell by 1 tier to increase the damage output by 1 dice
tier up to a maximum of a d8.

Die to Duration (Requires spell with a duration of at least 1 minute, and also
needs the roll of a die to determine an outcome.)
Reduce the damage of your spell by 1 tier to increase its duration by 1 tier.

Die to Range Trade Off (Requires a spell that needs the roll of a die to deter-
mine an outcome.)
Reduce the damage of your spell by 1 tier down to a minimum of d4, to increase its
range by 1 tier.

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Single target to Area of Effect (Requires a spell with a range greater than touch
or self.)
You change the target type of your spell from a spell that requires a spell attack into
a spell that affects enemies in an area of effect of your choice. A spell that becomes
an area of effect will require the creature to roll a dexterity saving throw. You can
choose from the available options below.

Cone - The spell originates from a direction of your choice, with you as its point of
origin. Thereafter your area of effect tier is 1.
Cube - The spell originates from a point you choose, the spell extends from the cen-
termost point of the cube. Or the effect occurs from one of the 6 faces of the cube.
Thereafter your area of effect tier is 1.
Cylinder - The spell originates from either the ground or at the height of the spell
effect. The spell within the cylinder expands outward from the point of origin to the
perimeter of the radius of the spell. From the base of the cylinder the spell effect
either shoots up from the base or down from the top to a distance equal to the maxi-
mum height of the cylinder. Thereafter your area of effect tier is 2.
Line - The spell's origin point is centered on you, the spell you create thereafter your
area of effect tier is 1.
Sphere - The spell's origin is a point you choose within range and extends outward
from the chosen point. Thereafter your area of effect tier is 1.

When using this spellbind, your damage tier goes down by 2 minimum of d4.

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Area of Effect to Single Target (Requires a spell that has an area of effect.)
You change the target type of your spell from a spell that inflicts damage in a cone,
cube, cylinder, line or sphere. Into a ranged spell attack which only hits one crea-
ture, when doing so the range is reduced by 3 tiers. The spell becomes a ranged spell
attack using its new modified range to determine the distance it can travel. A dura-
tion spell loses its concentration property and instead becomes instantaneous.
Spells that require concentration trigger their effect immediately upon hitting the
target and again at the end of your turn before dissipating.

Multi-Target to Single (Requires a spell that can be upcasted for additional tar-
gets.)
Spells that when cast or are cast at a higher level allow you to target multiple crea-
tures. Now instead allow you to gain advantage against the singular target, and for
each additional target the spell can target. The target receives a -1 to their roll
against your spell save dc.

Range to Number of Targets (Requires a spell that can only target a single crea-
ture or object)
You can reduce the range of a spell by 3 tiers that requires a creature to make a
saving throw to increase the number of creatures or objects it can affect by 1.

Number of targets to Range (Requires a spell that can only target a single crea-
ture or object)
If a spell allows you to target additional creatures when casting it at a higher level.
You can reduce the amount of targets by -1 per level spell slot spent to increase the
range of the spell by 1 tier its current range.

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Channeled Spell to Increase Range (Requires a spell that has a range greater
than self or touch)
You modify the casting time of a spell that requires your action to also include a
bonus action in its casting time, your speed also becomes 0 until the end of your
next turn. When doing so the range of your spell increases by 1 tier. You are limited
to 1 channel per spell. When choosing Channeled Spell, the increase you gain to the
specified tier costs 0.

Channeled Spell to Increase Damage (Requires a spell with a range greater than
touch or self.)
You modify the casting time of a spell that requires your action to also include a
bonus action in its casting time, your speed also becomes 0 until the end of your
next turn. When doing so your spell's damage die tier increases by 1 tier to a maxi-
mum of d12. You are limited to 1 channel per spell. When choosing Channeled
Spell, the increase you gain to the specified tier costs 0.

Channeled Spell to Increase Duration (Requires spell with a duration of at least


1 minute)
You modify the casting time of a spell that requires your action to also include a
bonus action in its casting time, your speed also becomes 0 until the end of your
next turn. A spell with a duration of 1 minute becomes 10 minutes, a spell with a du-
ration of 1 hour becomes 8 hours, and a spell that has a duration of 8 hours becomes
1 day. You are limited to 1 channel per spell. When choosing Channeled Spell, the
increase you gain to the specified tier costs 0.

Area of Effect to Range (Requires a spell with an area of effect, which also has a
range greater than touch or self)
You reduce the area of effect of your spell by 1 tier to increase the range of its cast-
ing distance by 1 tier.

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Area of Effect to Duration (Requires a spell with an area of effect, which also has
a duration equal to or greater than 1 minute)
You reduce the area of effect of your spell by 1 tier to increase the duration by 1 tier.

Area of Effect to Damage (Requires a spell with an area of effect, rolls a die to
determine an outcome.)
You reduce the area of effect of your spell by 1 tier to increase the damage by 1 tier.
Up to a maximum of d10.

Range to Area of Effect (Requires a spell with an area of effect, which also has a
range greater than touch or self)
You reduce the range of a spell by 2 tiers to increase the area of effect by 1 tier.

Duration to Area of Effect (Requires a spell with an area of effect, which also has
a duration equal to or greater than 1 minute)
You reduce the duration of your spell by 2 tiers to increase the total area of effect by
1 tier.

Damage to Area of Effect (Requires a spell with an area of effect, rolls a die to
determine an outcome.)
You reduce the damage of your spell by 2 tiers to increase the total area of effect by
1 tier.

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Area of Effect Variant Change (Requires a spell that already has an area of
effect.)
You change the area of effect type of a spell you cast into an area effect type of an-
other. The range of the spell gets converted at set ratios which are listed below.

Cone - When converting an area of effect into a cone follow the guidelines below.
Cube - This range this spell is cast at, is tier 3. For every 5 feet the cone gives, you
are able to create 2.5 feet of perimeter space when determining the total space of the
cubes area of effect. The spell's range is self, the cone extending from you into a di-
rection of your choice. When this option is chosen your damage die decreases by 1
tier.
Cylinder - This range this spell is cast at, is tier 3. For every 5 feet the cone gives,
you are able to create 5 feet worth of radius or 5 feet worth of height with your spell.
You need a base height of 5 feet for this option to function. The base range for this
spell is tier 2. When this option is chosen your damage die decreases by 1 tier.
Line - For every 5 feet the cone gives, you are able to create 10 feet of length or 5
feet of width with the spell. The spell's origin is from self. The spell's range is self,
the line extending from you into a direction of your choice.
Sphere - This range this spell is cast at, is tier 3. For every 5 feet the cone gives, if
the spell deals damage you are able to create 2.5 feet of radius (rounded down).
However if the spell does not deal damage, you are able to create 5 feet of radius in-
stead. The base range for this spell is tier 2. When this option is chosen your
damage die decreases by 1 tier.

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Area of Effect Variant Change (Requires a spell that already has an area of
effect.)
You change the area of effect type of a spell you cast into an area effect type of an-
other. The range of the spell gets converted at set ratios which are listed below.

Cube - When converting an area of effect into a cube follow the guidelines below.
Cone - For each 5 feet of a side of the cubes length, you are granted a certain
amount of area of effect. You are able to create 5 feet worth of the cones area of
effect, per 5 feet of the cubes length. The spell's range is self, the cone extending
from you into a direction of your choice.
Cylinder - This range this spell is cast at, is tier 3. For each 5 feet of a side of the
cubes length, you are granted a certain amount of area of effect. You gain 5 feet of
radius and 5 feet worth of height, per 5 feet of cube length. You need a base height
of 5 feet for this option to function. When this option is chosen your damage die de-
creases by 1 tier.
Line - For each 5 feet of a side of the cubes length, you are granted a certain amount
of area of effect. You create 10 feet of length or 5 feet of width with the spell, per 5
feet of cube length. The spell's range is self, the line extending from you into a direc-
tion of your choice.
Sphere - This range this spell is cast at, is tier 3. For each 5 feet of a side of the
cubes length, if the spell deals damage you are able to create 2.5 feet of radius
(rounded down). However if the spell does not deal damage, you are able to create 5
feet of radius instead, per 5 feet of cube length. When this option is chosen your
damage die decreases by 1 tier.

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Area of Effect Variant Change (Requires a spell that already has an area of
effect.)
You change the area of effect type of a spell you cast into an area effect type of an-
other. The range of the spell gets converted at set ratios which are listed below.

Cylinder - When converting an area of effect into a cylinder follow the guidelines
below.
Cone - For every 5 feet of radius you create 5 feet of cone length, for every 10 feet of
a cylinder height you are able to create 5 feet of cone length. The spell's range is self,
the cone extending from you into a direction of your choice.
Cube - This range this spell is cast at, is tier 3. For every 5 feet of radius you can
create 5 feet of cube-side length, and for every 5 feet of height you are able to create
2.5 cube side length (rounded down). When this option is chosen your damage die
decreases by 1 tier.
Line - For every 5 feet of radius, you can create 10 feet of length or 5 feet of width
and for every 5 feet of height you are able to create 5 feet of length and 2.5 feet of
width (rounded down). The spell's range is self, the line extending from you into a
direction of your choice.
Sphere - This range this spell is cast at, is tier 3. For each 5 feet of radius, you are
able to create 5 feet of radius for the sphere and for every 5 feet of height you are
able to create 2.5 feet of radius (rounded down). When this option is chosen your
damage die decreases by 1 tier.

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Area of Effect Variant Change (Requires a spell that already has an area of
effect.)
You change the area of effect type of a spell you cast into an area effect type of an-
other. The range of the spell gets converted at set ratios which are listed below.

Line - When converting an area of effect into a line follow the guidelines below.
Cone - For every 5 feet of length you create 2.5 feet of the cone's area of effect, and
for every 5 feet of width you are able to create 5 feet of cone. The spell's range is self,
the cone extending from you into a direction of your choice.
Cube - This range this spell is cast at, is tier 3. For every 5 feet of the line's length
you can create 2.5 feet worth of cube length, and for every 5 feet of line width you
are able to create 5 feet worth of cube length. When this option is chosen your
damage die decreases by 1 tier.
Cylinder - This range this spell is cast at, is tier 3. For every 10 feet of the line's
length you create 5 feet worth of radius or 2.5 worth of height. For every 5 feet of
line width you are able to create 5 feet worth of radius or height. When this option is
chosen your damage die decreases by 1 tier.
Sphere - This range this spell is cast at, is tier 3. For every 5 feet of the line's length
you can create 2.5 feet of radius (rounded down) and for every 5 feet of width you
are able to create 5 feet of radius. When this option is chosen your damage die de-
creases by 1 tier.

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Area of Effect Variant Change (Requires a spell that already has an area of
effect.)
You change the area of effect type of a spell you cast into an area effect type of an-
other. The range of the spell gets converted at set ratios which are listed below.

Sphere - When converting an area of effect into a sphere follow the guidelines
below.
Cone - For every 5 feet of radius you create 10 feet of cone. The spell's range is self,
the cone extending from you into a direction of your choice.
Cube - This range this spell is cast at, is tier 3. For every 5 feet of radius you create
2.5 feet of cube length. When this option is chosen your damage die decreases by 1
tier.
Cylinder - This range this spell is cast at, is tier 3. For every 5 feet of radius you can
create 5 feet of radius for the sphere, and for every 5 feet of radius you are able to
create 2.5 feet of height (rounded down).
Line - For every 5 feet of radius you create 5 feet of length, and for every 5 feet of
radius you create 2.5 feet of width (rounded down). The spell's range is self, the cone
extending from you into a direction of your choice.

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© 2022 Extraplanar.LLC. All rights reserved. Content contained in this document is the sole property of Extraplanar.LLC under copyright law, as appli-
cable, in the USA. Any reproduction or unauthorized use of any of the materials contained herein is prohibited by any means outside of the contents initial
place of aquisition without the prior written permission of Zagreus Winters, as applicable. Reference to other copyrighted material in no way constitutes a
challenge to the respective copyright holders of that material. Any previous and all future versions of this work written and produced by Zagreus Winters,
fall under the protections of copyright law. The case of exception is in the case of it’s use in brief quotations embodied in reviews and other noncommer-
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