HELP! How to make new spells?


Rules Questions


One of my players is a Bard. I have him keep track of his spells on sheet music like a wizard keeps track of his spells in a spell book, but this is irrelevant to what I need help with. He wants to get Knock as a Bard spell, and considering its only components is "V", for vocalization, it's a rather perfect fit, however I have no idea how to do this?!? Back in 2nd Edition, there were all kinds of rules for creating your own spells, but I can't find a thing in Pathfinders, such as range and damage guidelines, etc. Not to mention, length of research time, possible added material components (like how Players Option had it with the size of your laboratory and library), and so forth. I'm sure there has to be something in the Pathfinders books I am missing. I have the Core Rulebook, Game Mastery Guide, and Advanced Players Handbook. HELP!


Page 219 core rule book is all they have on the topic to date, to the best of my knowledge.
EDIT: also page 220.


Adventure Path Charter Subscriber; Pathfinder Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Check out the Ultimate Magic preview on Words of Power for a rough guide to designing spells. It won't cover everything, but can be used as a fairly good meterstick.

The actual in-character reseach process is covered in the Core Rulebook.


Kierato wrote:

Page 219 core rule book is all they have on the topic to date, to the best of my knowledge.

EDIT: also page 220.

+1 what was said

Question, do you feel that this spell falls in line with other Bard spell.
If so, and the player pays the research cost (2,000 gold & spend 2 weeks), then let them have it.

2nd level wizard spell = Wizard can cast spell at 3rd level.

If bard get it as 2nd level spell, then Bard can cast spell at 4th level.

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Close enough to leave it as a 2nd level spell slot.

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PS = page 220 on bards say "With permission from the GM, sorcerers and bards can also select the spells they gain from new and unusual spells that they come across while adventuring" (aka non-normal spells)

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NOT by RAW = If i was a DM, i would ask the player to explain why he things the spell would fit with the bard concept. If he gave a good reason, and i as DM think it fits the bard spell list well, then i would just let him select it as one of the spell he gains from level advancement for no charge.

If the spell did not fit, would diffidently charge him the gold and time. Make him roll for the spell to see if he can learn it. And maybe up the spell level of the spell by 1 or 2 levels, since it does not fit. ((any spell that would have a spell level of 7 or more is automatically = NO)).


Thanks for the replies guys! That is somewhat what I was looking for, and answers my questions for a Bard using Knock, but as for creating your own spells, seems Pathfinder is a little behind the curve on this one. I'll have to check other resources. Thanks again.


Since the magic system is basically the same, some of the rules from AD&D still make sense.
I.e.: Spell from another class list: Increase spell level by 1 or 2 (2 or more if it doesn't make any sense, like Cure Wounds for a Wizard).

A Bard usually does what Knock does investing skill points, he got a lot, so giving him Knock as 2nd or 3rd level spell is reasonable, specially when he must use a "known spell" slot.

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