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The Starry Shore 2024/5.5e DownTime Points Guide (DTP)

When the starry shorians are just chillin in The Starry Shore, they can spend their free time in a variety of activities such as:

  • Changing your name
  • Copying spells
  • Learning new tools or languages
  • Spells Collaborative Research
  • Religious service to awaken/exalt an item
  • Changing spells choices
  • Crafting
  • Learning dunamancy or contamination spells

How to gain DTP?

DTP is gained in 3 ways currently:

  • 2 DTP added automatically for each hour you played
  • 3 DTP added automatically for each hour you hosted
  • Exchanging Karma pts to DTP
P.S. 1 DTP = 8 hours of in-game time
DTP Uses

Changing your Name

You can use 1 DTP to legally change the name of your character across the multiverse.

Copying Spells for Wizards

Copying a Spell into the Book

When you find a wizard spell of 1st level or higher, you can add it to your spellbook if it is of a spell level you can prepare and if you can spare the time to decipher and copy it.
For each level of the spell, the process takes 2 hours and costs 50 gp. (the gold and time you must spend to copy spells for some subclasses is halved.)

P.S. You must round up to a full DTP

Copying from a Spell Scroll

A wizard spell on a spell scroll can be copied just as spells in spellbooks can be copied. When you copy a spell from a spell scroll, you must succeed on an Intelligence (Arcana) check with a DC equal to 10 + the spell's level. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed.

Copying from another Spellbook

Same as Copying from a Spell Scroll but it doesn't require a roll.

Example Log:

Character Name: random wizard name
Downtime Activity: Copying Spells from someone else
Cost: 350gp + 2dtp
Result: Copied 1st and 2nd level Wizard spells (detect magic, identify, comprehend languages, catapult, augury, detect thoughts, mind spike, locate object, see invisibility)

Spells Collaborative Research

When two or more Wizards work together to research and scribe a spell that they have a spell slot to cast it, they benefit from shared materials and collective insight.

1. Total Research Cost

The base cost for a spell is the Scroll Cost + Half of the standard Scribing Cost, rounded to the nearest 50gp.

Spell Levels 1-9: (350, 650, 1000, 1450, 1950, 2550, 3200, 3850, 4750)
2. The Collaboration Discount

For every character (max 5) participating in the research, the total price is reduced.

Formula: 25gp × Spell Level × Number of Participants

3. Splitting the Bill

Once the discount is applied, the final cost can be split among the participants however they choose. Upon completion, every participant adds the spell to their spellbook.

🧮 Research Cost Calculator

Collaboration Discount: -0 gp
Total GP Cost (Combined): 0 gp
Total DTP (Combined): 0 DTP
EACH PARTICIPANT PAYS: (round up)
0 gp
0 DTP

Spells Discovery

To ensure Wizards have a steady stream of new magic without relying purely on gold limits, we're making it easier for them.

1. Spell Finding

Every session (at the DM discretion) that includes at least one Wizard, the party discovers a spellbook that has one spell.

2. Selection Process

The Wizard(s) can choose to roll for spell levels up to the highest level they can currently cast.

  1. The DM rolls two random spells of that level from the spells list.
  2. The Wizard(s) choose one of those two spells.
  3. The chosen spell is now "available." The wizards have access to the spell so they're able to scribe it into their spell books.
P.S. Unlike the Spells Collaborative Research, this doesn't bypass the cost of scribing the spell.

Learning a New Language or Tool Proficiency

Receiving training in a language or tool typically takes at least ten workweeks, but this time is reduced by a number of workweeks equal to the character's Intelligence modifier (to a minimum of 1 workweek; an Intelligence penalty doesn't increase the time needed). Training costs 25 gp per workweek.

To see how much it would cost for your character to learn, run the following command:
!learning

Religious Service

Character may perform religious service to gain favor with a god (DM discretion) or to awaken and exalt an item. The check (Religion, Persuasion, Athletics, Sleight of Hand, or Insight) determines the benefits of service, as shown on the Religious Service table:

  • DC 1-10: 0 Favor
  • DC 11-20: 1 Favor
  • DC 21+: 2 Favors

!service <modifier> <# of Rolls(5 DTP per check)>

Example: toby wants to use 50 DTP to make 10 checks to gain favor and his religion mod is 3: !service 3 10

Items Awakening/Exalting

Some items need time to evolve with their wielder.

State Favors Needed
Dormant 0
Awakened 20
Exalted 50

Favors may be obtained by rolling for religious service in downtime-rolls and recorded in downtime-log at any time.

Spell Change for Known Casters

If your character is one of the classes that picks spells at level-up (Bard, Eldritch Knight, Ranger, Arcane Trickster, Sorcerer, Warlock) and you regret your choices, you can spend that character's DTP and change your choices. The cost is based on the level of the spell you are learning, not the one you are losing.
Additionally, any spellcaster that learns cantrips from their class can also use this system to swap a cantrip.

  • Cantrips: 25 DTP
  • level 1 spells: 10 DTP
  • level 2 spells: 20 DTP
  • level 3 spells: 30 DTP
  • level 4 spells: 40 DTP
  • level 5 spells: 50 DTP
  • level 6 spells: 65 DTP
  • level 7 spells: 80 DTP
  • level 8 spells: 95 DTP
  • level 9 spells: 110 DTP

Post in ⁠downtime-log. with your character name, spell(s) lost, spell(s) learned and DTP cost, and be sure to track it on your tracking sheet. This is limited to once a month per character and up to three spells at a time.

The Crafting System

Please check out the ⚒️ Crafting page for more info.

⌛ Dunamancy Spells

Who can access Dunamancy Spells?
  • Dunamancy spells are treated as wizard spells, but only Chronurgy and Graviturgy wizards can learn them through spellcasting/pact magic features without paying the DTP/GP cost.
  • Dunamancy learned through feats or class features other than spellcasting/pact magic do not have a DTP/GP cost.
  • Sorcerers, Bards, Warlocks, Rangers, Druids, Clerics, Artificers, Paladins, Arcane Trickster Rogues, and Eldritch Knights can learn a Dunamancy spell instead or in place of another spell they would normally gain by following the rules below.
How to learn Dunamancy Spells?
Research Cost:
Spend a number of weeks (1 week = 5 DTP) equal to the level of the spell (minimum 1 week) and 50gp per week of research.
*Must be logged in ⁠downtime-log. (unless Chronurgy/Graviturgy wizard).
  • The spell must be of a level that the character can prepare or learn in the class being used, and cannot be a cantrip.
  • The Check: To learn the spell, make an Intelligence check.
    DC = 10 + Spell Level
  • Research Bonus: You can add a +1 bonus per additional 100 GP spent, to a maximum of +6.
How to add them:

If the check succeeds, you learn the spell based on your class type:

  • Wizards: Add the spell directly to your spellbook.
  • Known Casters: (Sorcerers, Warlocks, Bards, Rangers, Arcane Tricksters, Eldritch Knights) can change one of their known spells to the newly learned spell.
  • Prepared Casters: (Artificers, Druids, Clerics, Paladins) add the spell to the list of spells they can prepare.
  • Warlocks: Can replace a Mystic Arcanum (levels 6-9) with the newly learned spell.
P.S. Anyone who has learned a Dunamancy spell can cast that spell from scrolls as normal.

Drakkenheim Spells

Spells from Drakkenheim are strictly guarded secrets, and not immediately available to just any caster.

Research Cost:
5 DTP and 250 GP per level of the spell to research.

Who can access Drakkenheim Spells?

  • Drakkenheim spells are class-specific, and only their listed classes may research them.
  • Drakkenheim spells cannot be learned through feats or class features, and cannot be replicated by things like Wish or Mizzium Apparatus.
  • The spell must be of a level that the character can prepare or learn in the class being used to learn the spell.
  • Some Drakkenheim spells have additional prerequisites, listed below. These spells require a session to complete the research. DMs should log these in persistent-effects-log when successfully learned. The player still logs research in ⁠downtime-log.
  • Once research is complete, the character may prepare the spell, add it to their spellbook, or replace a spell they already know.
  • Due to their dependency on Delirium, scrolls and spellwrought tattoos cannot be made for Drakkenheim spells.

Drakkenheim spells by level:

1st Level
  • Delirium Orb [Sorcerer, Warlock, Wizard]
2nd Level
  • Warp Bolt [Sorcerer, Warlock, Wizard]
3rd Level
  • Purge Contamination [Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Warlock, Wizard]
  • Ride the Rifts [Bard, Sorcerer, Warlock, Wizard]
4th Level
  • Delirium Blast [Bard, Sorcerer, Warlock, Wizard]
  • Forced Evolution [Sorcerer, Warlock, Wizard]
5th Level
  • Conjure the Deep Haze [Druid, Sorcerer, Warlock, Wizard]
  • Neutralizing Field [Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Warlock, Wizard]
    (prerequisite: know Purge Contamination & have created at least one dose of Aqua Expurgo)
6th Level
  • Ray of Contamination [Druid, Sorcerer, Warlock, Wizard]
  • Siphon Contamination [Sorcerer, Warlock, Wizard]
    (prerequisite: know Forced Evolution & Neutralizing Field and have seen a Monstrous Transformation occur)
7th Level
  • Contamination Immunity [Bard, Cleric, Druid, Sorcerer, Warlock, Wizard]
    (prerequisite: know Neutralizing Field)
  • Octarine Spray [Bard, Sorcerer, Warlock, Wizard]
8th Level
  • Contaminated Power [Sorcerer, Warlock, Wizard]
    (prerequisite: know every other contamination spell & have cast each at least once)
9th Level
  • Sacrament of the Falling Fire [Bard, Cleric, Druid, Warlock]
    [Session Required]