Creating New Spells in-game


3.5/d20/OGL


Does anyone allow thier players to create new spells that are within reason in the game? If so, how do you implement it into the game?


DragonNerd wrote:
Does anyone allow thier players to create new spells that are within reason in the game? If so, how do you implement it into the game?

I allow it;

Any new spell must follow the procedure for spell research in game, including the cost to access or build a library/lab, and the proper time must be spent in research - usually done during party down time for training, since it's doubtful that the group would wait around for the mage to take a 'semester' off...

Once this is all done, some skill checks are made and I review the spell for game-worthiness and balance before allowing it to become part of the mage's book. Spells such as this are usually pre-reviewed by me long before it becomes an in-game process, so the research is just role play, although the skill checks for success are quite real.

However, original spells have been extremely rare in my game; I've entered more original spells in-game than my players, actually.

M


New new spells? I have not had the pleasure of a player trying to research a new spell.
What I usually do is limit people to PHB and then if they want a spell from another book they have to 'research' the spell following the guidlines in DMG. This means that I know the spell is balanced and will not throw the game out of whack. It also gives players that want to do stuff like research a good starting point, and encourages them to research if they have bought the book.

Dark Archive

I don't think a lot of characters *do* research, because the price of research is too high. I'm not sure what would be the right amount, but I think the price of 1,000 gp per spell level scares people off ...


Here's the system I use; I give some XP for crafting items (generally equal to the item's gp value) as a way of explaining how people (such as smiths, experts, merchants, etc.) gain levels. This doesn't apply to magic items, of course. As a result, I have surprisingly few 1st level commoners walking around; most are 2nd to 4th level. However, that's irrelevant.

Using these rules, both divine and arcane spellcasters can create their own spells, similar to the way that other craftsmen create mundane items.

Firstly, the crafter should determine the progression count. The progression count is the amount of progress that must be made to complete the spell. To calculate this, take the Spell Level* x 100 (For all procedures discussed here, 0-level spells count as ½ level spells). The crafter then must make a Spellcraft check each day, with a DC equal to 15 + Spell Level. If the check succeeds, subtract the DC from the result. That is the progress made on that day. Every time that progress is made, add it to all the other progress sums. When the progress has reached the progression count, the spell is complete. The crafter can take ten on these checks if he desires, so long as the spell he is crafting is not of the highest spell level he can cast (i.e., 3rd for a 5th level wizard). Making a progression check means taking 8 full, uninterrupted hours to work each day. Days can be taken off to do other things, but no progression check can be made during that time. Any combat, spell casting, or other strenuous activities other than talking, walking, and eating prohibit a progression check to be made.

Upon initiating the research, the crafter must provide ½ the progression count in GP, representing the components and materials required to craft a new spell. If two progression checks are failed consecutively, half of this amount is ruined and must be paid again.

Once the progression count has been met, the spell is completed and available to the crafter. He receives XP equal to the progression count. It is possible to craft a previously existing spell that the crafter does not know. These cannot be the two spells that an arcane caster receives at a level up. Few adventuring mages care to take the time to craft such spells, but many non-adventuring casters who cannot afford scrolls rely on this method almost entirely.

*The DM assigns the spell level before crafting begins. It is presumed that a spell has both a verbal and a somatic component, as well as possibly a material component. Adding an XP component usually reduces the spell’s level, but these are only found on particularly powerful spells. Adding an expensive material component may also reduce the spell’s level. All of this is up to the DM.


I do allow "New" Spells. Like Marc, I have seen the spells long before the player actually gets around to researching them in-game. I do however like the idea that the players are initially limited to the PHB and have to "Research" other spells from other suppliment books.

Question: does this limit the power of the wizard and magic using characters too much though? If you let the fighter have that shiney new feat from a book, why can't the wizard have his spell? Just a thought, not a criticism...

I firmly beleve in keeping a tight rein on the magic users.

I have one wizard in my campaign now who is working on original spells (see my thread "Critique these spells please") and I have been working with him to make sure that they do not unbalance the game. It has always been one of my big pet peevs that wizards are usually the ones who unbalance games by coming up with new spells that a blatent attempts to "take over" a gaming group.

IMO the price to create new spells is just right. The wizard I am working with has no hangups about the price, it just makes him want to get out there and do more adventures to get his share.

Every player wants things, a new sword, a great pair of elven boots, or a magic ring. It used to be that you could only get these items in the depths of a dungeon, but with D&D's new format, the players can create or buy exactly what thier heart desires. They still have to go on the adventures, but the DM doesn't have to stock each dungeon with exactly what the players want.

My two coppers
-Rath

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