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            "_id": "17caad79a944240a",
            "name": "Spellcraft",
            "type": "text",
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              "content": "<p>Spellcraft is a system for inventing, modifying, and discovering spells through dedicated research, built for D&#x26;D 5e.</p>\n<p>Spellcraft is <em>hard, slow, and dangerous</em> by design. A successful project takes weeks of in-game time, real material costs, and there's a real chance of going wrong, sometimes badly.</p>\n<div class=\"callout callout-info\" data-callout=\"info\">\n<div class=\"callout-title\">Guidelines, not Rules!</div>\n<p>Just like everything else D&#x26;D, DMs should feel free to adjust the system in whatever way best serves their story and players. The guidelines here are a framework to build from, not a strict rulebook.</p>\n</div>\n<div class=\"callout callout-tip\" data-callout=\"tip\">\n<div class=\"callout-title\">Support Wizzlethorpe Labs</div>\n<p>Spellcraft is a free and open-source Wizzlethorpe Labs product. If you find it useful, please consider supporting us on <a href=\"https://www.patreon.com/wizzlethorpe\" target=\"_blank\" rel=\"noopener noreferrer\">Patreon</a>. Check out <a href=\"https://www.wizzlethorpe.com\" target=\"_blank\" rel=\"noopener noreferrer\">wizzlethorpe.com</a> for more free tools and content!</p>\n</div>\n<h2 id=\"start-here\">Start here</h2>\n<ul>\n<li>@UUID[JournalEntry.78c48c34ea0c759f.JournalEntryPage.cd7d42577a3d20d1]{The Spellcraft system}: the full rules for the core check, DC tiers, costs, results, teaching, recrafting, and plot-gated magic.</li>\n<li>@UUID[JournalEntry.7ce576e09552e3cd.JournalEntryPage.8691a3a135d5d8d0]{Roll tables}: the chaos and consequence tables the system draws on: @UUID[JournalEntry.7ce576e09552e3cd.JournalEntryPage.dc9f3b2ab8ff762b]{Unstable Surge}, @UUID[JournalEntry.7ce576e09552e3cd.JournalEntryPage.eabae8aa4eb73888]{Quirk Table}, @UUID[JournalEntry.7ce576e09552e3cd.JournalEntryPage.87ea38838003d826]{Mishap Table}, and @UUID[JournalEntry.7ce576e09552e3cd.JournalEntryPage.15db521001893e24]{Curses}.</li>\n</ul>\n<h2 id=\"install-in-foundry\">Install in Foundry</h2>\n<div class=\"vaults-foundry-install\"><span class=\"vaults-install-label\">Install Spellcraft in Foundry</span><span class=\"vaults-install-note\">Needs the Graft module</span><a class=\"vaults-install-copy\" href=\"/_foundry/grafts.json\" download=\"grafts.json\">Download grafts.json</a><p class=\"vaults-install-hint\">Import it with <em>Import grafts</em> on Graft's settings tab. The link inside it expires in two hours; download it again for newer content.</p></div>"
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            "_id": "cd7d42577a3d20d1",
            "name": "The Spellcraft System",
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              "content": "<p>The full Spellcraft system for inventing, modifying, and discovering spells through dedicated research. See @UUID[JournalEntry.78c48c34ea0c759f.JournalEntryPage.17caad79a944240a]{the overview} for what Spellcraft is and the design intent behind it.</p>\n<h2 id=\"core-mechanic\">Core mechanic</h2>\n<p>When a caster wants to modify a spell or invent a new one, they make an <strong>Intelligence (Arcana) check</strong>, with these modifiers:</p>\n<ul>\n<li><strong>Spell level penalty.</strong> Subtract the target spell's level from the roll. Cantrip = -0, 5th-level = -5, 9th-level = -9.</li>\n<li><strong>Research time bonus.</strong> Each full week of dedicated, uninterrupted study grants +1 to the roll. The maximum bonus is the caster's proficiency bonus.</li>\n</ul>\n<div class=\"callout callout-tip\" data-callout=\"tip\">\n<div class=\"callout-title\">Tip</div>\n<p>You may choose to use the spellcaster's spellcasting ability modifier in place of Intelligence for the check. The approach described here intentionally favors wizards and artificers, who are already built around study and research.</p>\n</div>\n<p><strong>Base spell required.</strong> Every spellcraft project takes a spell the caster currently knows as its base. The base spell defines the spell-level penalty and the proposed change defines the DC. A caster who does not know the base cannot research a derivative of it. They must acquire and learn it first through normal channels (teacher, scroll, captured spellbook). Spells that are themselves products of prior spellcraft count as known for the purposes of further iteration.</p>\n<h2 id=\"dc-tiers\">DC tiers</h2>\n<p>The DM sets the DC based on how ambitious the proposed change is.</p>\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n<table><thead><tr><th>DC</th><th>Difficulty</th><th>Craft</th></tr></thead><tbody><tr><td>5</td><td>Trivial</td><td>Rename, reflavor, change visual manifestation (color, sound, sigil)</td></tr><tr><td>10</td><td>Easy</td><td>Change damage type or school</td></tr><tr><td>15</td><td>Moderate</td><td>Swap save vs. attack roll; reroll dice variance (e.g. 8d6 to 4d12)</td></tr><tr><td>20</td><td>Hard</td><td>New utility spell loosely modeled on an existing one</td></tr><tr><td>25</td><td>Very Hard</td><td>Trade single-target damage for AoE or multi-target</td></tr><tr><td>30</td><td>Almost Impossible</td><td>Genuinely new high-power magic (should probably be plot-gated).</td></tr></tbody></table>\n<h2 id=\"results\">Results</h2>\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n<table><thead><tr><th>Margin</th><th>Outcome</th></tr></thead><tbody><tr><td>Beat DC by 5+</td><td><strong>Clean success.</strong> The spell works exactly as designed.</td></tr><tr><td>Beat DC by less than 5</td><td><strong>Success with a quirk.</strong> DM picks something minor and flavorful from the @UUID[JournalEntry.7ce576e09552e3cd.JournalEntryPage.eabae8aa4eb73888]{Quirk Table}.</td></tr><tr><td>Miss by 1-9</td><td><strong>Unstable.</strong> The spell works, but every casting triggers a roll on a chaos table (default: @UUID[JournalEntry.7ce576e09552e3cd.JournalEntryPage.dc9f3b2ab8ff762b]{Unstable Surge}; substitute any Wild Magic Surge table or the PHB / SRD version to taste).</td></tr><tr><td>Miss by 10+</td><td><strong>Research backfire.</strong> Roll immediately on the @UUID[JournalEntry.7ce576e09552e3cd.JournalEntryPage.87ea38838003d826]{Mishap Table}. The spell is not produced and the materials are consumed.</td></tr></tbody></table>\n<h2 id=\"cost-of-an-attempt\">Cost of an attempt</h2>\n<ul>\n<li><strong>Time.</strong> Each week of research is real downtime, so the caster otherwise can't adventure or earn income.</li>\n<li><strong>Material components.</strong> Each attempt requires the gp value of the target spell's listed material components, multiplied by the spell's level. For spells without a listed gp value, use a baseline of <strong>25gp × spell level</strong>. Cantrips have a minimum of <strong>10gp</strong> per attempt. The caster must have access to a market or supplier (apothecary, magical components shop, alchemist's lab, etc.). Spellcraft is not viable in the wilderness. <strong>Failed attempts consume the materials.</strong></li>\n</ul>\n<h2 id=\"what-success-produces\">What success produces</h2>\n<p>How the new spell enters the caster's repertoire depends on the caster's class:</p>\n<ul>\n<li><strong>Spellbook casters (Wizards, Artificers):</strong> the spell is added to the caster's personal spellbook at the level it was crafted at. Prepared and cast like any other spell in the book.</li>\n<li><strong>Prepared-from-list casters (Clerics, Druids, Paladins, Rangers):</strong> the spell joins the inventor's personal prepare-from list at the level it was crafted. It is not automatically added to the broader class list. Other casters of the same class can pick it up only by being taught (see below).</li>\n<li><strong>Known-spell casters (Sorcerers, Bards, Warlocks):</strong> the spell becomes one of their known spells, optionally replacing one currently known if at the class cap.</li>\n</ul>\n<h3 id=\"teaching-the-spell\">Teaching the spell</h3>\n<p>If the inventor learned their magic through study, training, or prayer (Wizards, Artificers, Clerics, Druids, Paladins, Rangers), they can teach their invented spell to another caster <em>of the same class</em>. The student makes their own <strong>Arcana check at -10 to the original DC</strong> (rediscovery from a teacher or surviving notes is far easier than fresh invention). The inventor decides who learns it, and can hoard, charge for instruction, or share freely.</p>\n<p>If the inventor's magic is innate, inspired, or patron-granted (Sorcerers, Bards, Warlocks), there is no teaching mechanism. They can cast the spell, but they cannot transcribe or transmit it. Another caster wanting access would need to observe them cast and reverse-engineer a class-appropriate version through their own spellcraft project.</p>\n<p>Cross-class teaching (a cleric's prayer to a wizard's spellbook, etc.) generally isn't possible without the recipient running their own spellcraft project to derive a class-appropriate version.</p>\n<h2 id=\"recrafting-an-unstable-spell\">Recrafting an unstable spell</h2>\n<p>A caster with an unstable spell can attempt to fix it with a fresh research cycle:</p>\n<ul>\n<li>Same time and cost rules apply.</li>\n<li>DC of the recraft is the original DC + 2 (it is harder once the magic has set in a flawed pattern).</li>\n<li>A clean success removes the instability and the spell becomes reliable.</li>\n<li>A \"success with a quirk\" replaces the current instability with a flavor quirk picked by the GM.</li>\n<li>A miss leaves the existing instability in place AND triggers an immediate roll on the @UUID[JournalEntry.7ce576e09552e3cd.JournalEntryPage.87ea38838003d826]{Mishap Table} (the recraft itself backfires). Recrafting twice is risky.</li>\n</ul>\n<h2 id=\"plot-gated-magic\">Plot-gated magic</h2>\n<p>Some spells should not be invented via dice alone:</p>\n<ul>\n<li><strong>Resurrection-class effects</strong> (true death-reversal, soul retrieval).</li>\n<li><strong>Setting-banned magic</strong> (whatever your campaign treats as forbidden: necromancy, soul-binding, blood magic, mind domination).</li>\n<li><strong>Effects with global consequences</strong> (mass mind-control, region-wide weather change, time travel).</li>\n</ul>\n<p>These should require a story arc. Spellcraft can advance the arc but should not resolve it.</p>\n<h2 id=\"variance-swap-reference\">Variance-swap reference</h2>\n<p>The DC 15 (\"dice variance swap\") tier covers trades like <code>8d6 to 4d12</code>. These have the same average damage, but different variance. Two expressions are variance-swap equivalent if their averages, rounded up, match. Use the calculator to compare across die sizes:</p>\n<div class=\"dice-equivalents\" data-expression=\"8d6\"></div>\n<p>The width of each row's distribution is the visual proxy for variance. A narrow shape clustered around the mean (<code>11d4</code>) is more steady and predictable. A wide shape spanning the whole axis (<code>3d20-4</code>) is more volatile.</p>"
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            "_id": "8691a3a135d5d8d0",
            "name": "Roll Tables",
            "type": "text",
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              "content": "<p>Roll tables for Spellcraft mechanics.</p>\n<div class=\"bases-block\">\n  <div class=\"bases-caption\">Roll Tables</div>\n  <div class=\"bases-toolbar\">\n    <input type=\"search\" class=\"bases-filter\" placeholder=\"Filter…\" aria-label=\"Filter table\">\n    <span class=\"bases-count\" data-total=\"4\">4 rows</span>\n  </div>\n  <div class=\"bases-scroll\">\n    <table class=\"bases-table\">\n      <thead><tr><th data-col=\"0\" tabindex=\"0\">Table</th><th data-col=\"1\" tabindex=\"0\">Dice</th><th data-col=\"2\" tabindex=\"0\">Entries</th><th data-col=\"3\" tabindex=\"0\">Description</th></tr></thead>\n      <tbody><tr data-row=\"0\"><td data-raw=\"Curses\">@UUID[JournalEntry.7ce576e09552e3cd.JournalEntryPage.15db521001893e24]{Curses}</td><td data-raw=\"\"></td><td data-raw=\"\"></td><td data-raw=\"\"></td></tr><tr data-row=\"1\"><td data-raw=\"Mishap Table\">@UUID[JournalEntry.7ce576e09552e3cd.JournalEntryPage.87ea38838003d826]{Mishap Table}</td><td data-raw=\"\"></td><td data-raw=\"\"></td><td data-raw=\"\"></td></tr><tr data-row=\"2\"><td data-raw=\"Quirk Table\">@UUID[JournalEntry.7ce576e09552e3cd.JournalEntryPage.eabae8aa4eb73888]{Quirk Table}</td><td data-raw=\"\"></td><td data-raw=\"\"></td><td data-raw=\"\"></td></tr><tr data-row=\"3\"><td data-raw=\"Unstable Surge\">@UUID[JournalEntry.7ce576e09552e3cd.JournalEntryPage.dc9f3b2ab8ff762b]{Unstable Surge}</td><td data-raw=\"\"></td><td data-raw=\"\"></td><td data-raw=\"\"></td></tr></tbody>\n    </table>\n  </div>\n</div>"
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            "_id": "15db521001893e24",
            "name": "Curses",
            "type": "text",
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              "content": "<p>When a @UUID[JournalEntry.7ce576e09552e3cd.JournalEntryPage.87ea38838003d826]{Mishap Table} result inflicts a curse (a research attempt that misses by 10+ and then rolls 19-20), roll on this table or pick. Curses are permanent and last until removed by <em>remove curse</em>, <em>greater restoration</em>, or a major plot beat.</p>\n<p><strong>Roll <button type=\"button\" class=\"dice-roll\" data-formula=\"1d6\" title=\"Click to roll\">1d6</button></strong> — Permanent curses from a Spellcraft research backfire.</p>\n<table class=\"rolltable\"><thead><tr><th>Roll</th><th>Result</th></tr></thead><tbody><tr><td class=\"rolltable-roll\">1</td><td>Mark of Failure. A glowing sigil appears on the caster's forehead, palm, or throat. It pulses faintly whenever they cast any spell, visible to anyone within 30 ft.</td></tr><tr><td class=\"rolltable-roll\">2</td><td>Bleeding Magic. When the caster takes damage, they lose one expended spell slot of the lowest level they still have remaining for the day (once per turn, as energy bleeds away from the wound).</td></tr><tr><td class=\"rolltable-roll\">3</td><td>Shadow Echo. Every spell the caster casts leaves a faint after-image of its visual effects lingering in the air for 1 minute, marking their casting clearly even to non-casters.</td></tr><tr><td class=\"rolltable-roll\">4</td><td>Whispering Tongue. Fragments of the failed spell's verbal components leak into the caster's speech at inopportune moments. Disadvantage on Charisma (Deception) and Charisma (Persuasion) checks.</td></tr><tr><td class=\"rolltable-roll\">5</td><td>Frayed Concentration. The caster has disadvantage on Constitution saving throws to maintain Concentration on spells.</td></tr><tr><td class=\"rolltable-roll\">6</td><td>Hollowed Spell. Pick one of the caster's currently-known spells. Before each casting of that spell, roll a d10. On a 1, the spell fails to fire and the slot is consumed.</td></tr></tbody></table>"
            },
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          {
            "_id": "87ea38838003d826",
            "name": "Mishap Table",
            "type": "text",
            "sort": 300,
            "title": {
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              "content": "<p>When a @UUID[JournalEntry.78c48c34ea0c759f.JournalEntryPage.cd7d42577a3d20d1]{Spellcraft} research attempt misses by 10+, roll on this table immediately. The components for the attempt are consumed regardless, and the spell is not produced. A result of 19-20 inflicts a permanent magical curse from the @UUID[JournalEntry.7ce576e09552e3cd.JournalEntryPage.15db521001893e24]{Curses} table.</p>\n<p><strong>Roll <button type=\"button\" class=\"dice-roll\" data-formula=\"1d20\" title=\"Click to roll\">1d20</button></strong> — Backfires when a Spellcraft research attempt misses by 10+.</p>\n<table class=\"rolltable\"><thead><tr><th>Roll</th><th>Result</th></tr></thead><tbody><tr><td class=\"rolltable-roll\">1–3</td><td>The caster takes 4d10 force damage and is knocked unconscious.</td></tr><tr><td class=\"rolltable-roll\">4–6</td><td>A permanent visible scar appears at the spell's source point (hand, eye, throat).</td></tr><tr><td class=\"rolltable-roll\">7–9</td><td>The caster loses access to one currently-known spell of the target spell's level for 1d4 weeks.</td></tr><tr><td class=\"rolltable-roll\">10–12</td><td>A creature, object, or feature within 30 ft is permanently transformed in a small way (hair to snakes, table to stone, doorknob to mouth, etc.).</td></tr><tr><td class=\"rolltable-roll\">13–15</td><td>The failure clouds the caster's thinking. They have disadvantage on all Intelligence (Arcana) checks for 1d4 weeks and cannot start a new spellcraft attempt during that window.</td></tr><tr><td class=\"rolltable-roll\">16–17</td><td>The caster loses 1 Intelligence permanently. Restorable only via a 7th-level spell or a major plot beat.</td></tr><tr><td class=\"rolltable-roll\">18</td><td>A hostile magical creature manifests, drawn by the disruption. CR equals the target spell's level.</td></tr><tr><td class=\"rolltable-roll\">19–20</td><td>The caster acquires a permanent magical curse. Roll on the Curses table, or pick. Curses last until removed by remove curse, greater restoration, or a major plot beat.</td></tr></tbody></table>"
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            "_id": "eabae8aa4eb73888",
            "name": "Quirk Table",
            "type": "text",
            "sort": 400,
            "title": {
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              "content": "<p>When a @UUID[JournalEntry.78c48c34ea0c759f.JournalEntryPage.cd7d42577a3d20d1]{Spellcraft} research attempt beats the DC by less than 5 (success with a quirk), the DM can pick or roll on this table. Quirks are cosmetic or flavorful, not mechanically punishing, and travel with the spell wherever it goes.</p>\n<p><strong>Roll <button type=\"button\" class=\"dice-roll\" data-formula=\"1d20\" title=\"Click to roll\">1d20</button></strong> — Cosmetic and flavorful quirks for a Spellcraft success-with-a-quirk.</p>\n<table class=\"rolltable\"><thead><tr><th>Roll</th><th>Result</th></tr></thead><tbody><tr><td class=\"rolltable-roll\">1</td><td>The spell carries a distinct smell (ozone, lilacs, woodsmoke, brine, wet stone). DM picks at creation.</td></tr><tr><td class=\"rolltable-roll\">2</td><td>A faint chime, drumbeat, or tone sounds at the moment the spell resolves, audible within 60 ft.</td></tr><tr><td class=\"rolltable-roll\">3</td><td>The verbal component must be sung or chanted, not spoken. Casting in silence is impossible.</td></tr><tr><td class=\"rolltable-roll\">4</td><td>The caster's eyes briefly glow a specific color while casting and for 1 round after.</td></tr><tr><td class=\"rolltable-roll\">5</td><td>A small harmless creature (moth, frog, finch, mouse) manifests within 5 ft of the caster, lingers 1 round, then disperses.</td></tr><tr><td class=\"rolltable-roll\">6</td><td>The spell requires a pinch of an unusual but cheap component (graveyard dust, river silt, a pressed flower petal), consumed each casting.</td></tr><tr><td class=\"rolltable-roll\">7</td><td>Plants within 10 ft visibly bend toward (or away from) the caster during casting.</td></tr><tr><td class=\"rolltable-roll\">8</td><td>The spell's visual manifestation has an unintended secondary color (fireball laced with green sparks, healing light tinged violet).</td></tr><tr><td class=\"rolltable-roll\">9</td><td>Small loose objects within 5 ft (pebbles, leaves, dust, coins) lift an inch off the ground for the duration of the casting.</td></tr><tr><td class=\"rolltable-roll\">10</td><td>A specific minor sensation hits the caster on completion: a brief nosebleed, a single sneeze, a 1-minute ringing in the ears, hiccups.</td></tr><tr><td class=\"rolltable-roll\">11</td><td>The caster's hair, cloak, or clothing stands or stirs as if in a wind that no one else feels, for 1 round after casting.</td></tr><tr><td class=\"rolltable-roll\">12</td><td>The somatic component is unusually elaborate (a bowing flourish, a spinning step, a specific finger-knot).</td></tr><tr><td class=\"rolltable-roll\">13</td><td>A specific phrase, name, or invocation must be spoken as part of the verbal component (often the inventor's name, a mentor's name, or a phrase of nonsense).</td></tr><tr><td class=\"rolltable-roll\">14</td><td>Animals within 30 ft react audibly when the spell fires: dogs bark, horses startle, birds take wing, cats hiss.</td></tr><tr><td class=\"rolltable-roll\">15</td><td>The spell's effect briefly appears in any mirror or still water within 30 ft, even when the caster is not in line of sight.</td></tr><tr><td class=\"rolltable-roll\">16</td><td>The caster's shadow performs the somatic component a half-second behind them.</td></tr><tr><td class=\"rolltable-roll\">17</td><td>A small sigil appears in chalk-like dust on the nearest flat surface when the spell is cast, fading after 1 minute.</td></tr><tr><td class=\"rolltable-roll\">18</td><td>The caster's voice changes for 1 round after casting: deeper, higher, accented, or briefly someone else's voice.</td></tr><tr><td class=\"rolltable-roll\">19</td><td>The spell will not function in a specific innocuous condition (over running water, indoors, while the caster is sitting, in direct sunlight).</td></tr><tr><td class=\"rolltable-roll\">20</td><td>The DM picks two quirks from this table, or invents one of comparable scope.</td></tr></tbody></table>"
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            "_id": "dc9f3b2ab8ff762b",
            "name": "Unstable Surge",
            "type": "text",
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            "text": {
              "format": 1,
              "content": "<p>A curated table of standard mechanical effects for @UUID[JournalEntry.78c48c34ea0c759f.JournalEntryPage.17caad79a944240a]{Spellcraft}'s cast-time instability: when an <strong>Unstable</strong> spell is cast, the GM rolls here and the result fires alongside the spell's normal effect. The entries are all negative effects. If you'd rather use a more chaotic mix of fortune and misfortune, substitute any Wild Magic Surge table you like: the 5e PHB / SRD Sorcerer table, a community curation, or your own.</p>\n<p><strong>Roll <button type=\"button\" class=\"dice-roll\" data-formula=\"1d20\" title=\"Click to roll\">1d20</button></strong> — Standard mechanical chaos effects for cast-time instability.</p>\n<table class=\"rolltable\"><thead><tr><th>Roll</th><th>Result</th></tr></thead><tbody><tr><td class=\"rolltable-roll\">1</td><td>Your hands burn. You take 1d6 fire damage per level of the triggering spell (minimum 1d6).</td></tr><tr><td class=\"rolltable-roll\">2</td><td>Static discharges from you. You and each creature within 5 feet of you take 1d6 lightning damage per level of the triggering spell (minimum 1d6).</td></tr><tr><td class=\"rolltable-roll\">3</td><td>A blast of force throws you back. You take 1d6 force damage per level of the triggering spell (minimum 1d6), are pushed 10 feet, and are knocked prone.</td></tr><tr><td class=\"rolltable-roll\">4</td><td>You teleport 10 feet in a random direction (roll 1d8 for the direction) to the nearest unoccupied space.</td></tr><tr><td class=\"rolltable-roll\">5</td><td>You are silenced for 1d4 rounds and cannot cast spells with verbal components.</td></tr><tr><td class=\"rolltable-roll\">6</td><td>You are blinded for 1d4 rounds.</td></tr><tr><td class=\"rolltable-roll\">7</td><td>You are frightened of the nearest creature for 1 minute.</td></tr><tr><td class=\"rolltable-roll\">8</td><td>Spectral chains erupt around you. You are restrained for 1 minute. You can use an action to make a DC 13 Strength check to break free.</td></tr><tr><td class=\"rolltable-roll\">9</td><td>You are knocked prone.</td></tr><tr><td class=\"rolltable-roll\">10</td><td>Your size increases by one category (as the Enlarge spell) for 1 minute.</td></tr><tr><td class=\"rolltable-roll\">11</td><td>Your size decreases by one category (as the Reduce spell) for 1 minute.</td></tr><tr><td class=\"rolltable-roll\">12</td><td>You polymorph into a random Small or smaller beast (DM's choice) for 1 minute.</td></tr><tr><td class=\"rolltable-roll\">13</td><td>Each creature within 10 feet of you (including you) gains vulnerability to one damage type for 1 minute. Roll 1d6: 1 - Acid, 2 - Cold, 3 - Fire, 4 - Force, 5 - Lightning, 6 - Poison.</td></tr><tr><td class=\"rolltable-roll\">14</td><td>Energy bursts outward. Each creature within 10 feet of you (including you) takes 1d6 damage per level of the triggering spell (minimum 1d6) of a random type. Roll 1d6: 1 - Acid, 2 - Cold, 3 - Fire, 4 - Force, 5 - Lightning, 6 - Poison.</td></tr><tr><td class=\"rolltable-roll\">15</td><td>A thunderclap rolls out from you. Each creature within 10 feet must make a DC 13 Constitution saving throw, taking 1d6 thunder damage per level of the triggering spell (minimum 1d6) and being deafened for 1 round on a failure, or half damage on a success.</td></tr><tr><td class=\"rolltable-roll\">16</td><td>The spell is redirected to a random valid target within its range.</td></tr><tr><td class=\"rolltable-roll\">17</td><td>The surge devours your reserves. You lose your lowest-level unexpended spell slot.</td></tr><tr><td class=\"rolltable-roll\">18</td><td>You shed bright light in a 30-foot radius for 1 minute. Attack rolls against you have advantage while you are lit.</td></tr><tr><td class=\"rolltable-roll\">19</td><td>You wink out of existence, banished to a harmless demiplane. You reappear in your space (or the nearest unoccupied space) at the end of your next turn, missing that turn.</td></tr><tr><td class=\"rolltable-roll\">20</td><td>The surge cascades. Roll twice more on this table and apply both results, ignoring any further rolls of 20.</td></tr></tbody></table>"
            },
            "ownership": {
              "default": 2
            }
          }
        ],
        "_stats": {
          "coreVersion": "14.359"
        }
      }
    },
    {
      "id": "cursesTable00001",
      "type": "RollTable",
      "folder": "Roll Tables",
      "patch": {
        "name": "Curses",
        "ownership": {
          "default": 0
        },
        "formula": "1d6",
        "description": "Permanent curses from a Spellcraft research backfire.",
        "img": "icons/magic/death/skull-horned-goat-pentagram-red.webp",
        "results": [
          {
            "range": [
              1,
              1
            ],
            "img": "icons/magic/symbols/rune-sigil-hook-white-red.webp",
            "name": "Mark of Failure. A glowing sigil appears on the caster's forehead, palm, or throat. It pulses faintly whenever they cast any spell, visible to anyone within 30 ft."
          },
          {
            "range": [
              2,
              2
            ],
            "img": "icons/magic/unholy/strike-body-life-soul-purple.webp",
            "name": "Bleeding Magic. When the caster takes damage, they lose one expended spell slot of the lowest level they still have remaining for the day (once per turn, as energy bleeds away from the wound)."
          },
          {
            "range": [
              3,
              3
            ],
            "img": "icons/magic/defensive/illusion-evasion-echo-purple.webp",
            "name": "Shadow Echo. Every spell the caster casts leaves a faint after-image of its visual effects lingering in the air for 1 minute, marking their casting clearly even to non-casters."
          },
          {
            "range": [
              4,
              4
            ],
            "img": "icons/magic/control/mouth-smile-deception-purple.webp",
            "name": "Whispering Tongue. Fragments of the failed spell's verbal components leak into the caster's speech at inopportune moments. Disadvantage on Charisma (Deception) and Charisma (Persuasion) checks."
          },
          {
            "range": [
              5,
              5
            ],
            "img": "icons/magic/control/hypnosis-mesmerism-swirl.webp",
            "name": "Frayed Concentration. The caster has disadvantage on Constitution saving throws to maintain Concentration on spells."
          },
          {
            "range": [
              6,
              6
            ],
            "img": "icons/magic/death/skull-energy-light-purple.webp",
            "name": "Hollowed Spell. Pick one of the caster's currently-known spells. Before each casting of that spell, roll a d10. On a 1, the spell fails to fire and the slot is consumed."
          }
        ],
        "_stats": {
          "coreVersion": "14.359"
        }
      }
    },
    {
      "id": "mishapTable00001",
      "type": "RollTable",
      "folder": "Roll Tables",
      "patch": {
        "name": "Mishap Table",
        "ownership": {
          "default": 0
        },
        "formula": "1d20",
        "description": "Backfires when a Spellcraft research attempt misses by 10+.",
        "img": "icons/magic/fire/explosion-fireball-large-orange.webp",
        "results": [
          {
            "range": [
              1,
              3
            ],
            "img": "icons/magic/light/explosion-beam-impact-silhouette.webp",
            "name": "The caster takes 4d10 force damage and is knocked unconscious."
          },
          {
            "range": [
              4,
              6
            ],
            "img": "icons/magic/death/hand-withered-gray.webp",
            "name": "A permanent visible scar appears at the spell's source point (hand, eye, throat)."
          },
          {
            "range": [
              7,
              9
            ],
            "img": "icons/magic/control/debuff-energy-snare-purple-pink.webp",
            "name": "The caster loses access to one currently-known spell of the target spell's level for 1d4 weeks."
          },
          {
            "range": [
              10,
              12
            ],
            "img": "icons/magic/control/silhouette-hold-change-green.webp",
            "name": "A creature, object, or feature within 30 ft is permanently transformed in a small way (hair to snakes, table to stone, doorknob to mouth, etc.)."
          },
          {
            "range": [
              13,
              15
            ],
            "img": "icons/magic/air/fog-gas-smoke-swirling-gray.webp",
            "name": "The failure clouds the caster's thinking. They have disadvantage on all Intelligence (Arcana) checks for 1d4 weeks and cannot start a new spellcraft attempt during that window."
          },
          {
            "range": [
              16,
              17
            ],
            "img": "icons/magic/death/skull-energy-light-white.webp",
            "name": "The caster loses 1 Intelligence permanently. Restorable only via a 7th-level spell or a major plot beat."
          },
          {
            "range": [
              18,
              18
            ],
            "img": "icons/magic/control/fear-fright-monster-red.webp",
            "name": "A hostile magical creature manifests, drawn by the disruption. CR equals the target spell's level."
          },
          {
            "range": [
              19,
              20
            ],
            "img": "icons/magic/death/skull-horned-goat-pentagram-red.webp",
            "name": "The caster acquires a permanent magical curse. Roll on the Curses table, or pick. Curses last until removed by remove curse, greater restoration, or a major plot beat."
          }
        ],
        "_stats": {
          "coreVersion": "14.359"
        }
      }
    },
    {
      "id": "quirkTable000001",
      "type": "RollTable",
      "folder": "Roll Tables",
      "patch": {
        "name": "Quirk Table",
        "ownership": {
          "default": 0
        },
        "formula": "1d20",
        "description": "Cosmetic and flavorful quirks for a Spellcraft success-with-a-quirk.",
        "img": "icons/magic/symbols/rune-sigil-green-purple.webp",
        "results": [
          {
            "range": [
              1,
              1
            ],
            "img": "icons/sundries/misc/air-freshener.webp",
            "name": "The spell carries a distinct smell (ozone, lilacs, woodsmoke, brine, wet stone). DM picks at creation."
          },
          {
            "range": [
              2,
              2
            ],
            "img": "icons/magic/sonic/bell-alarm-red-purple.webp",
            "name": "A faint chime, drumbeat, or tone sounds at the moment the spell resolves, audible within 60 ft."
          },
          {
            "range": [
              3,
              3
            ],
            "img": "icons/magic/sonic/scream-wail-shout-teal.webp",
            "name": "The verbal component must be sung or chanted, not spoken. Casting in silence is impossible."
          },
          {
            "range": [
              4,
              4
            ],
            "img": "icons/magic/perception/eye-ringed-green.webp",
            "name": "The caster's eyes briefly glow a specific color while casting and for 1 round after."
          },
          {
            "range": [
              5,
              5
            ],
            "img": "icons/creatures/birds/songbird-yellow-flying.webp",
            "name": "A small harmless creature (moth, frog, finch, mouse) manifests within 5 ft of the caster, lingers 1 round, then disperses."
          },
          {
            "range": [
              6,
              6
            ],
            "img": "icons/magic/nature/lotus-glow-pink.webp",
            "name": "The spell requires a pinch of an unusual but cheap component (graveyard dust, river silt, a pressed flower petal), consumed each casting."
          },
          {
            "range": [
              7,
              7
            ],
            "img": "icons/magic/nature/leaf-glow-triple-green.webp",
            "name": "Plants within 10 ft visibly bend toward (or away from) the caster during casting."
          },
          {
            "range": [
              8,
              8
            ],
            "img": "icons/magic/light/explosion-glow-spiral-teal.webp",
            "name": "The spell's visual manifestation has an unintended secondary color (fireball laced with green sparks, healing light tinged violet)."
          },
          {
            "range": [
              9,
              9
            ],
            "img": "icons/magic/control/debuff-energy-hold-levitate-blue-yellow.webp",
            "name": "Small loose objects within 5 ft (pebbles, leaves, dust, coins) lift an inch off the ground for the duration of the casting."
          },
          {
            "range": [
              10,
              10
            ],
            "img": "icons/magic/air/air-burst-spiral-pink.webp",
            "name": "A specific minor sensation hits the caster on completion: a brief nosebleed, a single sneeze, a 1-minute ringing in the ears, hiccups."
          },
          {
            "range": [
              11,
              11
            ],
            "img": "icons/magic/air/wind-stream-blue-gray.webp",
            "name": "The caster's hair, cloak, or clothing stands or stirs as if in a wind that no one else feels, for 1 round after casting."
          },
          {
            "range": [
              12,
              12
            ],
            "img": "icons/magic/movement/pinwheel-turning-blue.webp",
            "name": "The somatic component is unusually elaborate (a bowing flourish, a spinning step, a specific finger-knot)."
          },
          {
            "range": [
              13,
              13
            ],
            "img": "icons/sundries/scrolls/scroll-runed-brown.webp",
            "name": "A specific phrase, name, or invocation must be spoken as part of the verbal component (often the inventor's name, a mentor's name, or a phrase of nonsense)."
          },
          {
            "range": [
              14,
              14
            ],
            "img": "icons/creatures/mammals/dog-husky-white-blue.webp",
            "name": "Animals within 30 ft react audibly when the spell fires: dogs bark, horses startle, birds take wing, cats hiss."
          },
          {
            "range": [
              15,
              15
            ],
            "img": "icons/sundries/survival/mirror-plain.webp",
            "name": "The spell's effect briefly appears in any mirror or still water within 30 ft, even when the caster is not in line of sight."
          },
          {
            "range": [
              16,
              16
            ],
            "img": "icons/magic/perception/silhouette-stealth-shadow.webp",
            "name": "The caster's shadow performs the somatic component a half-second behind them."
          },
          {
            "range": [
              17,
              17
            ],
            "img": "icons/magic/symbols/rune-sigil-green.webp",
            "name": "A small sigil appears in chalk-like dust on the nearest flat surface when the spell is cast, fading after 1 minute."
          },
          {
            "range": [
              18,
              18
            ],
            "img": "icons/magic/sonic/projectile-sound-rings-wave.webp",
            "name": "The caster's voice changes for 1 round after casting: deeper, higher, accented, or briefly someone else's voice."
          },
          {
            "range": [
              19,
              19
            ],
            "img": "icons/magic/control/debuff-energy-snare-purple-blue.webp",
            "name": "The spell will not function in a specific innocuous condition (over running water, indoors, while the caster is sitting, in direct sunlight)."
          },
          {
            "range": [
              20,
              20
            ],
            "img": "icons/magic/symbols/question-stone-yellow.webp",
            "name": "The DM picks two quirks from this table, or invents one of comparable scope."
          }
        ],
        "_stats": {
          "coreVersion": "14.359"
        }
      }
    },
    {
      "id": "unstableSurge001",
      "type": "RollTable",
      "folder": "Roll Tables",
      "patch": {
        "name": "Unstable Surge",
        "ownership": {
          "default": 0
        },
        "formula": "1d20",
        "description": "Standard mechanical chaos effects for cast-time instability.",
        "img": "icons/magic/symbols/rune-sigil-red-orange.webp",
        "results": [
          {
            "range": [
              1,
              1
            ],
            "img": "icons/magic/fire/explosion-fireball-large-orange.webp",
            "name": "Your hands burn. You take 1d6 fire damage per level of the triggering spell (minimum 1d6)."
          },
          {
            "range": [
              2,
              2
            ],
            "img": "icons/magic/lightning/bolt-blue.webp",
            "name": "Static discharges from you. You and each creature within 5 feet of you take 1d6 lightning damage per level of the triggering spell (minimum 1d6)."
          },
          {
            "range": [
              3,
              3
            ],
            "img": "icons/magic/air/air-burst-spiral-blue-gray.webp",
            "name": "A blast of force throws you back. You take 1d6 force damage per level of the triggering spell (minimum 1d6), are pushed 10 feet, and are knocked prone."
          },
          {
            "range": [
              4,
              4
            ],
            "img": "icons/magic/movement/portal-vortex-orange.webp",
            "name": "You teleport 10 feet in a random direction (roll 1d8 for the direction) to the nearest unoccupied space."
          },
          {
            "range": [
              5,
              5
            ],
            "img": "icons/magic/sonic/bell-alarm-red-purple.webp",
            "name": "You are silenced for 1d4 rounds and cannot cast spells with verbal components."
          },
          {
            "range": [
              6,
              6
            ],
            "img": "icons/magic/perception/orb-eye-scrying.webp",
            "name": "You are blinded for 1d4 rounds."
          },
          {
            "range": [
              7,
              7
            ],
            "img": "icons/magic/control/fear-fright-mask-orange.webp",
            "name": "You are frightened of the nearest creature for 1 minute."
          },
          {
            "range": [
              8,
              8
            ],
            "img": "icons/magic/defensive/barrier-shield-dome-deflect-blue.webp",
            "name": "Spectral chains erupt around you. You are restrained for 1 minute. You can use an action to make a DC 13 Strength check to break free."
          },
          {
            "range": [
              9,
              9
            ],
            "img": "icons/magic/control/silhouette-fall-slip-prone.webp",
            "name": "You are knocked prone."
          },
          {
            "range": [
              10,
              10
            ],
            "img": "icons/magic/control/silhouette-grow-shrink-blue.webp",
            "name": "Your size increases by one category (as the Enlarge spell) for 1 minute."
          },
          {
            "range": [
              11,
              11
            ],
            "img": "icons/magic/control/silhouette-grow-shrink-blue.webp",
            "name": "Your size decreases by one category (as the Reduce spell) for 1 minute."
          },
          {
            "range": [
              12,
              12
            ],
            "img": "icons/creatures/abilities/paw-print-yellow.webp",
            "name": "You polymorph into a random Small or smaller beast (DM's choice) for 1 minute."
          },
          {
            "range": [
              13,
              13
            ],
            "img": "icons/magic/fire/explosion-fireball-large-orange.webp",
            "name": "Each creature within 10 feet of you (including you) gains vulnerability to one damage type for 1 minute. Roll 1d6: 1 - Acid, 2 - Cold, 3 - Fire, 4 - Force, 5 - Lightning, 6 - Poison."
          },
          {
            "range": [
              14,
              14
            ],
            "img": "icons/magic/light/explosion-glow-spiral-yellow.webp",
            "name": "Energy bursts outward. Each creature within 10 feet of you (including you) takes 1d6 damage per level of the triggering spell (minimum 1d6) of a random type. Roll 1d6: 1 - Acid, 2 - Cold, 3 - Fire, 4 - Force, 5 - Lightning, 6 - Poison."
          },
          {
            "range": [
              15,
              15
            ],
            "img": "icons/magic/sonic/explosion-shock-sound-wave.webp",
            "name": "A thunderclap rolls out from you. Each creature within 10 feet must make a DC 13 Constitution saving throw, taking 1d6 thunder damage per level of the triggering spell (minimum 1d6) and being deafened for 1 round on a failure, or half damage on a success."
          },
          {
            "range": [
              16,
              16
            ],
            "img": "icons/magic/movement/trail-streak-impact-blue.webp",
            "name": "The spell is redirected to a random valid target within its range."
          },
          {
            "range": [
              17,
              17
            ],
            "img": "icons/magic/symbols/rune-sigil-green-purple.webp",
            "name": "The surge devours your reserves. You lose your lowest-level unexpended spell slot."
          },
          {
            "range": [
              18,
              18
            ],
            "img": "icons/magic/light/explosion-glow-spiral-yellow.webp",
            "name": "You shed bright light in a 30-foot radius for 1 minute. Attack rolls against you have advantage while you are lit."
          },
          {
            "range": [
              19,
              19
            ],
            "img": "icons/magic/movement/portal-vortex-orange.webp",
            "name": "You wink out of existence, banished to a harmless demiplane. You reappear in your space (or the nearest unoccupied space) at the end of your next turn, missing that turn."
          },
          {
            "range": [
              20,
              20
            ],
            "img": "icons/magic/symbols/circle-ouroboros.webp",
            "name": "The surge cascades. Roll twice more on this table and apply both results, ignoring any further rolls of 20."
          }
        ],
        "_stats": {
          "coreVersion": "14.359"
        }
      }
    }
  ]
}