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Spellforging

Finding Inspiration in Every Turn

Welcome to Spellforging in the Arcverse

Imagine a world where magic isn't learned from dusty tomes filled with pre-written spells. In Arclands, magic is new, raw, and personal. If you want a spell, you don't find it – you forge it! This system, called Spellforging, puts incredible creative power directly into your hands. You'll combine mystical symbols called glyphs to design unique spells and enchant items, tailored exactly to your character's needs and style.

This guide will walk you through everything you need to know to become a master Spellforger.

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The Core Idea


In Arclands, adventurers touched by Fate (a magical energy that surged into the world after an event called the Sundering) can find and use Spell Forges. These aren't just workshops; they are conscious entities, often guided by a Forge Keeper, who help you weave Fate energy into tangible magical effects.

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Part 1: The Essentials for Spellforging

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Before you can craft a spell, you need two things:

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  1. Access to a Spell Forge:

    • These are special magical sites, not common shops. Finding one can be an adventure in itself!

    • A Forge Keeper (an entity, not always a physical creature) resides at each Forge and assists in the spell creation process. They are generally helpful but can be put off by rude or ignorant behavior.

  2. Fate Points (FP):

    • This is the magical "currency" you spend to create spells and enchant items.

    • Gaining FP: You gain FP as you level up. The amount gained per level is shown in your Base Class table (e.g., Corsair table on page 32 shows 4 FP at level 1, another 0 at level 2 (total 4), 1 more at level 3 (total 5), etc.). Note: FP from leveling are cumulative. So if you go from level 1 to level 2, and your class table shows 4 FP for level 1 and 4 FP for level 2, you'd have 8 FP total if you hadn't spent any.

    • Spending FP:

      • Spellforging/Enchanting: This is the primary use. Each component of your spell or enchantment has an FP cost.

      • Inspiration (Optional): You can choose to spend an FP to gain advantage on an attack roll, saving throw, or ability check (like the standard D&D 5e Inspiration rule). However, an FP spent this way is permanently gone and cannot be used for future spell creation. (Page 29)

    • Irrecoverable: Once FP are spent on creating a spell or as Inspiration, they are gone for good. You don't "regain" them like spell slots. You only gain more as you level up. (Page 32)

    • DM Adjudication: The FP costs provided are guidelines. Your DM might adjust them based on your campaign's magic level. If you can't pay the FP cost for something, the ability fails. (Page 82)

 

Part 2: Building Your Spell – The Glyphs

Spells in Arclands are made by combining different Glyph Terms. Think of these as magical concepts or building blocks. Each spell you forge will be a unique "composite glyph" made from these terms.

A spell generally consists of the following Glyph Term categories (Page 84):

  1. Target: Who or what your spell affects, and from where.

  2. Effect: The type of magic (e.g., fire, healing, illusion, condition).

  3. Effect Value: The potency of the effect (e.g., damage dice, amount healed, distance moved).

  4. Duration: How long the spell lasts.

  5. Action: How quickly the spell is cast (Action, Bonus Action, Reaction, etc.).

Each chosen term adds to the total FP cost of the spell. You can find detailed tables for these glyphs on pages 84-86. Here’s a simplified overview:

  • TARGET (Page 84):

    • Fehin (Self): 1 FP

    • Berren (Touch/Melee): 1 FP

    • Raohn (Target within 15ft range): 2 FP (+1 FP to double range each time)

    • Lirai (15ft Line): 2 FP (+2 FP to double range)

    • Kogel (10ft Cone): 2 FP (+2 FP to double range)

    • Wuka (10ft Cube): 3 FP (+2 FP to double range)

    • Kohigel (5ft Sphere): 3 FP (+3 FP to double range)

    • Feha- (Enemies only) / Ver- (Allies only): Special (adds +2 FP to another target term)

  • EFFECT (Page 85): (You can generally add up to 3 effects to a spell, but only one instance of any specific effect, e.g., you can't have "fire damage" twice in one spell).

    • Damage Type: Sear (Acid, 1 FP), Eid (Cold, 1 FP), Teir (Fire, 1 FP), Elain (Lightning, 1 FP), Ppel (Bludgeoning, 1 FP), Tairner (Thunder, 2 FP), Intisch (Psychic, 2 FP), Bas (Necrotic, 2 FP), Glan (Radiant, 2 FP), etc.

    • Condition Type: Dall (Blinded, 1 FP), Anggal (Frightened, 1 FP), Halte (Grappled, 1 FP), Stubaubt (Stunned, 3 FP), etc.

    • Bonus/Penalty Type: Advessern (Change Attribute/AC, 2 FP), Buanteill (Advantage on check/save, 1 FP), etc.

    • Movement Type: Tabesch (Alter movement type, 2 FP), Machtieren (Forced movement, 1 FP), etc.

    • Illusion/Detection: Lorgnedraod (Detect Magic, 1 FP), Illadh (Minor Illusion, 1 FP), etc.

    • Protection: Cuirteir (Resistance: Fire, 2 FP), Dachteir (Immunity: Fire, 4 FP), etc.

    • Summoning: Bhaistier (Conjure Beast, 2 FP), etc. (Summons CR equal to spell slot used).

  • EFFECT VALUE (Page 86): (Determines damage dice, healing amount, distance, or flat bonus/penalty)

    • Biozig (d4 / +/-1): 1 FP (+1 FP per extra d4 or +/-1)

    • Bein (d6 / 10ft): 2 FP (+2 FP per extra d6 or 10ft)

    • Mitthan (d8): 3 FP (+3 FP per extra d8)

    • Gromor (d10): 4 FP (+4 FP per extra d10)

    • Fuamsin (d12): 5 FP (+5 FP per extra d12)

  • DURATION (Page 86):

    • Soffahns (Instantaneous): 0 FP

    • Dluthtrier (X rounds, Concentration): 1 FP per round

    • Viedluthtrier (X minutes, Concentration): DM discretion (often more FP for longer non-combat utility)

    • Verzail (Add X rounds delay): +1 FP per round of delay

  • ACTION (Page 86):

    • Gnition (Action): 1 FP

    • Honas (Bonus Action): 5 FP

    • Athgnition (Reaction): 7 FP

    • Cruinden (Full Round): -1 FP (reduces cost)

    • Ghnath (Ritual): -2 FP (reduces cost)

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The Forging Process (Simplified):

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  1. Conceive: Have an idea for your spell.

  2. Visit a Spell Forge: Find one and interact with the Forge Keeper.

  3. Select Glyphs: Choose the Target, Effect(s), Effect Value, Duration, and Action for your spell from the available terms.

  4. Calculate FP Cost: Add up the FP cost of all chosen glyph terms.

  5. Forge: Pay the total FP cost. The spell is now created and bound to you.

    • (Tomebearers typically record these in a Grimoire, page 56. Other casters might have different methods of "remembering" their forged spells, discuss with your DM).

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Part 3: Casting Your Forged Spells

Once you've forged a spell, you cast it using spell slots, just like in standard D&D 5e.

  • Base Spell Level for Crafting: When you forge a spell, you design its "base" version as if it's a 1st-level spell for calculating its numerical attributes. (Page 84)

  • Spell Slots: You use your available spell slots from your Caster Class progression (Fateweaver, Tomebearer, or Vowbinder if you've integrated one with your Base Class like Corsair, Dragoon, Knight, or Marauder – see page 29 for Caster Integration).

  • Upcasting (Page 84):

    • Damaging Spells: If a spell does damage, the number of dice rolled is multiplied by the level of the spell slot used.

      • Example: If your base forged spell does 2d6 damage, casting it with a 1st-level slot does 2d6. Casting it with a 3rd-level slot does 2d6 x 3 = 6d6 damage.

    • Non-Damaging Spells: Their numerical bonus or penalty is equal to the level of the spell slot used.

      • Example: A spell that gives a +1 bonus to AC, if cast with a 2nd-level slot, would give a +2 bonus.

    • Movement Abilities: Their distance is multiplied by the level of the spell slot used.

      • Example: A spell that allows 10ft of movement, if cast with a 2nd-level slot, would allow 20ft.

  • Spell Save DC & Spell Attack Modifier (Page 84):

    • Spell Save DC = 8 + Proficiency Bonus + Your Spellcasting Ability Modifier

    • Spell Attack Modifier = Proficiency Bonus + Your Spellcasting Ability Modifier

    • Spellcasting Ability Modifiers:

      • Fateweaver: Wisdom (Page 54)

      • Tomebearer: Intelligence (Page 56)

      • Vowbinder: Charisma (Page 61)

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Part 4: Example Spell Creation

 

Let's use an example from the book (Page 89) to see Spellforging in action:

Spell Concept: "Combustion Zone" (similar to Fireball)

  • Idea: A ranged fiery explosion.

  • Casting Time: 1 Action

  • Range: 120 feet

  • Area: 20-foot radius sphere

  • Damage: 3d6 Fire (base, will scale to 9d6 with a 3rd-level slot)

  • Duration: Instantaneous

Glyph Selection & FP Costs (referencing pages 84-86 & 89):

  1. Target (Range): Raohn

    • Base 15ft: 2 FP

    • Double to 30ft: +1 FP

    • Double to 60ft: +1 FP

    • Double to 120ft: +1 FP

    • Subtotal for Range: 5 FP

  2. Target (Area): Kohigel

    • The example (page 89) gives this as 6 FP for a 20ft radius. (The table on page 84 suggests base 5ft for 3FP, +3FP to double to 10ft, +3FP to double to 20ft for 9FP. The example's cost is lower, indicating DM adjudication or pre-set costs for common areas. For beginners, always check with your DM or use book examples if available).

    • Subtotal for Area: 6 FP

  3. Effect (Damage Type): Teir (Fire)

    • Cost: 1 FP

  4. Effect Value (Damage Dice): Bein (d6)

    • 1d6: 2 FP

    • 2d6: +2 FP

    • 3d6: +2 FP (for the base 1st-level version of the spell)

    • Subtotal for Damage Dice: 6 FP

  5. Duration: Soffahns (Instantaneous)

    • Cost: 0 FP

  6. Action: Gnition (Action)

    • Cost: 1 FP

Total FP Cost for Combustion Zone = 5 + 6 + 1 + 6 + 0 + 1 = 19 FP

Casting "Combustion Zone":

  • If cast with a 1st-level spell slot: 3d6 fire damage.

  • If cast with a 3rd-level spell slot: 3d6 x 3 = 9d6 fire damage.

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Part 5: Beyond Spells – Enchanting Items

Spellforging isn't just for spells! You can also enchant mundane items to give them magical properties.

Core Concept (Page 83 & 87):

  • You apply glyph terms to an item (weapon, armor, miscellaneous).

  • You must sacrifice an amount of gold to the Spell Forge, which acts as a core to hold the magical energy.

  • Enchanted items typically have charges rather than using your spell slots.

The Enchanting Process (Page 87-88):

  1. Choose an Item: Weapon, Armor, or Miscellaneous.

  2. Select Glyph Terms: Like spells, enchantments use:

    • Target: Who/what the enchantment affects (e.g., Wielder, Affected Creature).

    • Effect: The magical property (e.g., Fire Damage, Resistance, Bonus to AC).

    • Effect Value: Potency of the effect.

    • Duration: How long an individual effect might last if activated.

    • Charges: How many times the item can be used and how it recharges (e.g., X per long rest, X ever, Permanent).

  3. Calculate FP & Gold Cost:

    • Base Gold Cost: Determined by item type and total FP cost of the enchantment (see table on page 87).

      • Example: A weapon enchantment costing 1 FP has a base gold cost of 500gp. An armor enchantment costing 5-7 FP costs 4,000gp.

    • Glyph FP Costs: The FP costs for effects on enchanted items can be different and often more expensive than for spells, as they don't use spell slots (see tables on pages 87-88).

    • Cost Alterations (Page 87): You can negotiate with the Forge Keeper (and your DM!) to alter the FP/Gold balance:

      • Increase FP spent to reduce gold cost (e.g., +1FP for -200gp on a weapon).

      • Increase gold spent to reduce FP cost (e.g., +300gp for -1FP on a weapon).

      • There's always a minimum 1 FP spend and a minimum gold spend based on item type.

  4. Limitations:

    • Items can hold a maximum of 3 Effect Terms at a time.

    • Items cannot hold more than 2 Effect Terms of the same subcategory (e.g., two different damage types are fine, but not two instances of "Fire Damage").

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Example Enchantment: "Dunk" Greatsword 

  • Concept: A greatsword that allows the wielder to leap and deal extra fire damage on a hit. 3 charges per long rest.

  • Glyph Selection & FP Costs:

    1. Target: Selbsfein (Wielder) - 1 FP (for the jump)

    2. Effect (Movement): Machtieren (Forced Move) - 2 FP (the jump)

    3. Effect (Damage): Tier (Fire) - 1 FP (extra fire damage)

    4. Effect Value (Movement): Bein (10ft jump) - 2 FP

    5. Effect Value (Damage): Bein (1d6 fire) - 2 FP

    6. Duration (of the effect per use): Soffahns (Instantaneous) - 0 FP

    7. Charges: Aonmal (X per long rest) - 1 FP per charge. For 3 charges: 3 FP.

  • Total FP Cost for "Dunk" = 1 + 2 + 1 + 2 + 2 + 0 + 3 = 11 FP

  • Base Gold Cost (Weapon, 8-11 FP): 3,000 gp

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Part 6: Tips for New Spellforgers

  • Start with an Idea: The system is very freeform. Think about what cool ability or spell you wish your character had, then try to build it.

  • Work with Your DM: This system requires DM oversight and adjudication, especially for new or complex effects not explicitly listed, or for balancing FP costs. Your DM is your co-creator!

  • Be Creative: Don't feel limited by standard D&D spells. The Arclands system is designed for unique creations. Can you make a spell that makes someone's boots fill with angry badgers? Probably! (Though your DM might charge a lot of FP for "Summon Angry Badgers").

  • Keep Track: Note down your forged spells and their components. For Tomebearers, this is their Grimoire.

  • Embrace the Flavor: Describe how your character pictures the glyphs, how they feel the Fate energy, and what their spell looks like when cast.

  • Don't Be Afraid to Experiment: Some of the most fun will come from trying unusual combinations of glyphs.

Spellforging is a rich and rewarding system that allows for unparalleled customization. It makes your character's magic truly yours. 

 

You can download your free Spellforgers Companion when you subscribe to Enter The Arcverse.

 

 

forge your power!

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The Soul of Spellforging

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The Soul of the Forge: Spellforging as a Character's Journey

In the Arcverse, magic is not a dusty tome pulled from a shelf or a formula recited by rote. It is a raw, untamed force, a wild and majestic power returning to a world that has forgotten it. The rules for Spellforging in The Spellforger's Companion give you the grammar—the glyphs, the Fate Points, the costs—but the true art lies in finding its poetry. Spellforging is not merely a game mechanic; it is the central narrative of your character's growth, a physical manifestation of their journey, their triumphs, and their scars. To forge a spell is to write a chapter of your own legend.

The Essence of the Act: A Conversation with Creation

First, we must understand what it means to stand before a Spell Forge. These are not crafting tables or arcane workshops. A Spell Forge is a conscious nexus of power, an entity with memory and perhaps even personality, personified by the Forge Keeper. The act of creating a spell is a dialogue between the forger and the Forge itself.

When your character kneels before that glowing ring of stone or steps into that quiet, impossible blacksmith's cottage in the heart of the woods, they are not just spending points. They are reaching into themselves, pulling out the very essence of their Fate—that spark of cosmic potential that separates them from everyone else—and presenting it to the universe as an offering. They are saying, "This is what I have learned. This is what I have endured. This is who I am becoming. Help me give it form."

The Forge Keeper responds. It might test their resolve, presenting glyphs as confusing riddles. It might be sympathetic to a righteous cause, offering a glyph of protection with ease. It could be ancient and weary, or young and curious. Roleplaying this interaction is key. A brutish Marauder demanding power might find the Forge recalcitrant, the glyphs costing more in effort and FP. A compassionate Knight seeking a way to shield their allies might find the Forge willing, the process feeling natural and intuitive.

The spell itself becomes a tangible thing—a sphere of light, a humming shard of obsidian, a woven cord of energy—before it integrates with the caster's soul. This is a profound, physical, and spiritual event. It should feel momentous every single time.

The Creative Spark: From Concept to Reality

The glyph system is a toolbox, not a shopping list. The most compelling spells are born from necessity and imagination, not from simply picking the most powerful options. Encourage your players to think concept-first.

Instead of a player saying, "I'll combine Sear and Lirai for an acid line," they should think from their character's perspective: "The Rekkthal's stone skin is too thick for my blade. But I remember how the acid pits in the Grey Kingdom could eat through rock. I need to replicate that—a focused jet of pure corrosion."

This approach transforms mechanical assembly into genuine creativity. It connects the spell directly to the character's experiences.

  • A Fateweaver Corsair, having barely survived a plunge into the icy waters of the Greater Arc Sea, might not forge a simple fire spell. They would instinctively understand the need for sudden, intense heat. They might weave a spell into a copper piece that, when thrown, doesn't just burn but flash-boils the water in the air around a target, scalding them with steam. The glyphs are the same, but the story is richer.

  • A Tomebearer Knight, after witnessing the futility of a frontal assault against Mordikhaani shield walls, might spend a week poring over their grimoire. They aren't looking for more damage. They are trying to solve a problem. They might re-engineer a simple Knockdown spell, altering the target glyphs to affect not a single person, but the very ground they stand on, creating a localized tremor to break the shield wall's footing.

  • A Vowbinder Dragoon, whose patron is the cunning wyrm Erethemuge, might forge a spell that reflects that bond. Rather than a direct attack, they might create a spell of illusion and misdirection—a shimmering mirage that makes their mount appear as a terrifying beast from the Red Waste, causing enemies to flee in terror. The spell is a direct expression of their pact.

Spellforging as a Character's Quest

Every Fate Point spent is a permanent investment. It is a piece of your character's potential, their very destiny, given away to create something new. This makes the decision to forge a spell a weighty and dramatic one. It should be a reward for overcoming a great trial or a desperate measure in the face of an impossible foe.

Tie spell creation to your character's personal quests and growth:

  • A Reflection of Scars: A character who was betrayed by a silver-tongued noble might become obsessed with truth. Their first major spell might be one of compulsion, forcing a target to answer a question truthfully. They have forged their pain into a tool.

  • A Symbol of Hope: After leading a group of villagers to safety, a character might feel a surge of protectiveness. They could forge a spell that creates a shield of pure light, a tangible representation of their newfound role as a guardian.

  • The Price of Power: To defeat a particularly monstrous Vrugg, a character might have to forge a spell of immense power on the fly, pouring a huge amount of their Fate into it. They win the battle, but they feel the cost. They are diminished, a part of their future potential sacrificed for survival in the now. This creates a powerful narrative beat and a personal connection to their magic.

The spells your character creates should form a living history. A GM could look at a 5th-level Tomebearer's spell list and see their story: the "Grasping Vine" spell they forged to escape the Skaarvald; the "Shatterstone" spell they created after their first encounter with a Rekkthal; and the "Soothing Light" they designed after a companion almost died.

Your magic is not generic; it is uniquely, intimately yours. It is born of your experiences, shaped by your will, and paid for with a sliver of your soul. In the world of Arclands, you are not just an adventurer who uses magic. You are a Spellforger. So when you next stand before the Forge, don't just ask what you can make. Ask what your journey has prepared you to create.

Forge your story. Forge your legend. Forge your power.

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