Independent Research


Rules Questions


Independent Research: A wizard can also research a spell
independently, duplicating an existing spell or creating
an entirely new one. The cost to research a new spell, and the
time required, are left up to GM discretion, but it should
probably take at least 1 week and cost at least 1,000 gp per
level of the spell to be researched. This should also require
a number of Spellcraft and Knowledge (arcana) checks.

What does the above mean? I am especially interested in the part about creating an entirely new spell.


DGRM44 wrote:

Independent Research: A wizard can also research a spell

independently, duplicating an existing spell or creating
an entirely new one. The cost to research a new spell, and the
time required, are left up to GM discretion, but it should
probably take at least 1 week and cost at least 1,000 gp per
level of the spell to be researched. This should also require
a number of Spellcraft and Knowledge (arcana) checks.

What does the above mean? I am especially interested in the part about creating an entirely new spell.

Try giving this a read (from Ultimate Magic)

http://paizo.com/pathfinderRPG/prd/ultimateMagic/magic/designingSpells.html

And this (from the GMG, but I couldn't find a Paizo link for it)

http://www.d20pfsrd.com/magic#TOC-Research-and-Designing-Spells

Liberty's Edge

Pathfinder Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber

It means that if you want to research a spell that you don't have acces to, i.e. you wish to add Haste to yohr spell book, but there are no scrolls of Haste to be found and you're in the middle of a level, advancement wise, you can spend ime and money researching it instead.

If you want to create a new spell, the player and GM collaborate to work out wha it oes and what level it is, then you research it and bam you have a spell o on e in the universe has. At least ntil you sell it.


It means that pathfinder rpg is a set of guidelines for representing an entirely fictional universe. It means that magic is MAGIC and whatever you can imagine is possible within the rules. If you can imagine an awesome new spell effect there is no rules related reason that you cannot design and implement stats for your spell and use it in a game. It also means that the balance of power for anything you make up is subject to gm approval.


Where I've seen it used the most is elemental spells.

People want a fireball spell that uses cold (exploding icicles) or acid (misty sphere of acid) or a ball of sonics (sonic explosion). So they research a version of an existing spell that uses a different energy type. Usually it ends up being exactly the same but with a different energy (although I usually reduce the damage die on sonics by one step, to keep them consistent with other bits of the system).

So, if you have a stone elemental sorcerer, you might want to research acidic versions of most evocations that are cold/fire/electricity based.


Here comes some thread necromancy...

I found this thread via search and it fits my question. It only has four answers, so I hope it is okay to ask here instead of making a new thread.

I was reading the Research and Designing Spells portion, but there is still a question. In my group is a sorceress who wants a healing spell. I thought it would be simple enough to copy cure light wounds and give it to her if she spends the time and money. But the thing is: cure light wounds is not always at the same spell level.
It's bard 1, cleric 1, druid 1, paladin 1, but ranger 2. So, if she researches this spell, would she get it as a Level 1 or level 2 spell?
What about cure moderate wounds? It's bard 2, cleric 2, druid 3, paladin 3, ranger 3.
Is there a guideline? Should you always use the highest spell level there is?

What if the cleric wants an attack spell like magic missile? Copying the effect is easy enough. Am I correct in assuming, that the spell would be spell level 2 for the cleric, instead of level 1 (because of the damage cap for divine spells)?

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