| WitchyTangles |
I have a couple of paladin spells that I'd like to create and a player's cleric has a couple of spell ideas as well. I'm pretty helpless at locating rules on these kind of things and I didn't find what I was looking for.
Are there rules for it?
(Yes, I'm posting everyone into a coma today...transferring old dying computer files is dull)
| Kayerloth |
I wouldn't be surprised if there's more elsewhere (such as in UM) but this is what the CRB has to say about it. Under Magic>Adding to a Wizards Spellbook>Independent Research and under Divine Spells>New Divine Spells>Independent Research. It's very basic and mostly leaves it up to the individual campaign/GM.
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.
Independent Research: A divine spellcaster can also research a spell independently, much as an arcane spellcaster can. Only the creator of such a spell can prepare and cast it, unless she decides to share it with others.
LazarX
|
I have a couple of paladin spells that I'd like to create and a player's cleric has a couple of spell ideas as well. I'm pretty helpless at locating rules on these kind of things and I didn't find what I was looking for.
Are there rules for it?
(Yes, I'm posting everyone into a coma today...transferring old dying computer files is dull)
Not so much rules as rather extensive guidelines on creating new spells can be found in Ultimate Magic. I suggest you take the time and read the whole section, or give up on the project.