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Spell Research At some point, almost any player character spellcaster is going to want to try his hand at spell research. Devising a new spell is a great way for a character to make a lasting mark on a campaign, as noted above, but it's also a fun exercise for the player and the DM; a new spell customizes and alters the campaign and the game itself.

While both wizards and priests can research new spells, it's much more common for wizards to do so. The philosophy of experimentation and investigation seems much more appropriate for wizards, since priests are inclined (quite naturally) to take things on faith and stick to the proven powers and abilities of their patron deity. However, there's no reason why a PC priest couldn't participate in as much research as he or she wishes to; this is only a generalization, not a rule.

There are two parts of spell research: designing the spell, and actually executing the spell research in game play. The player and DM will have to take time to work out the details of the spell before the character can embark on his research.

Proposing a Spell[]

Player characters can research four types of spells: existing spells that they just haven't had the opportunity to learn, “look-alike” spells that approximate an existing spell that they failed to learn; spells that would exceed the normal maximum number of spells allowed by a character's Intelligence score; and completely new spells never before seen in the campaign. Note that priests never have to worry about conducting the first three types of research, since they can use any spell belonging to a sphere to which they have access. Priests only conduct spell research to create entirely new spells.

Existing Spells: From time to time, wizards will find that there is a particularly useful or valuable spell that eludes their grasp. There's no reason that a wizard can't decide to research a fireball or magic jar if he gets tired of waiting for an old spell book or scroll to fall into his lap. This is fairly straightforward, since the spell description already exists; the PC can go on to Conducting Research .

Extra Spells: By the time most wizards reach moderate levels, the maximum number of spells they may know at any given level may become quite restrictive. For example, a wizard with an Intelligence of 14 may only know nine spells of one level. In order to continue to add to his spell book, the wizard must research any spells above and beyond this limit, instead of simply scribing newfound spells into his spell book. Obviously, this makes adding spells a tedious and time-consuming chore after a certain point, but if the PC is willing to spend the money and time, he may exercise this option. Again, since the spell description already exists, the PC can go on to Conducting Research .

New Spells: The most interesting aspect of spell research, the creation of new spells requires a careful write-up and analysis in order to spot potential problems or abuses. Since the player must generate all the game-effect information for the spell, he must first write up a full description and then submit it to the DM for approval and modification. Note that modifying a new spell (i.e., deleting components, improving casting time or range, or changing the way it works) constitutes a new spell. Creating a “look-alike” spell to mimic a spell the PC is unable to learn is also considered to be new spell research. Go on to Describing a Spell and follow the process of approval and research step-by-step.

Describing a Spell[]

Describing a Spell

The first step in creating a new spell is describing its intent and effects. The interested player should take some time to write up a spell description similar to the spells in the Player's Handbook . Generally, a new spell should be just that—new. Spells that do the same thing as existing spells or a combination of existing spells aren't really new, and need a better “hook” for purposes of spell research. Here are some guidelines, by category:

Level: Naturally, the character should be able to cast the spell he's trying to develop, so the spell in question must be at or under his normal maximum spell level. For example, a 6th-level wizard can use spells of 3rd-level or less, so he can research 1st-, 2nd-, or 3rd-level spells.

Compare the proposed spell to a similar spell to get an idea of what a fair level assignment should be. Generally, spells should inflict about one die of damage per level, give or take a die; compare the spell's potential to magic missile, fireball, or flame arrow. Spells that do not allow saving throws, or spells that can affect an opponent regardless of his level or Hit Dice, are often of higher level than similar spells. Spells that are improvements of existing spells should be one to three levels higher than the spell they're modelled on, depending on the extent of the improvement.

School/Sphere: Refer to Chapter 1 and Chapter 2 ; brief descriptions of each school of wizard magic and each sphere of priest magic appear in those chapters. Both wizards and priests may only conduct research in schools or spheres they have access to, so a cleric may not research new animal or plant spells, and an invoker may not research illusion spells.

Range: Damage-inflicting attack spells should have a good justification for ranges greater than 150 yards (or more than 10 yards per caster level), while nondamaging attack spells (sleep, hold, polymorph, and other such effects) rarely exceed more than 100 yards (or more than five yards per caster level) in range. Other spells can vary wildly in range, depending on their function; communication or transportation spells may allow a range of hundreds of miles.

Duration: While damage from attack spells or the effects of many noncombat spells are permanent, most spells that create a condition or change of status for their subjects have a well-defined duration. Durations can be defined by time (the preferred method) or until a certain predefined event occurs. For example, invisibility lasts until the caster makes an attack, while a charm can last for a few days or for several months, depending on the victim. Very few low-level spells should bring about a permanent change or weakness in a living target.

Area of Effect: A spell that can affect several people at once, or several dozen people at once, is inherently more powerful than a spell that affects a single individual. Spells designed to affect several enemies can affect a random number of subjects in a cube of about 20 to 30 feet (for example, hold person affects 1 to 4 targets in a 20-foot cube). Spells designed to affect more than 10 or 12 individuals shouldn't be larger than a fireball, which affects a sphere of 20 feet in radius. Exceeding these limits requires a more powerful (and therefore higher-level) spell than one that stays well within them.

Components: Most spells should have all three components—verbal, material, and somatic—unless there's a good reason for omitting one. Spells with only one component are fairly rare. Note that spells without verbal components can be cast even if the character is silenced, and are therefore more dangerous than they may appear to be at first look.

Material components that are hard to come by or very expensive can be used to control a spell's use in a campaign. Even though a 1st-level wizard can use identify, each time he does so, he must ruin a 100 gp pearl. If the DM enforces material component rules, the wizard might think twice before casting the spell any time he feels like it.

Casting Time: The rule of thumb for wizard spells is a casting time of 1 per level, so a 4th-level spell (for instance) should have a casting time of 4. Priest spells default to a casting time of 3 plus 1 per level, so a 4th-level priest spell should be around a 7. If a spell is significantly under this mark, it should either be weaker than spells of a similar level, or higher in level than normal. Conversely, a prolonged casting time may help to compensate for other advantages.

Saving Throw: While the nature of the saving throw varies with the purpose of the spell, enchantments that incapacitate the victim without the benefit of a saving throw should be rare or limited to a type of victim affected. The sleep spell is a good example; it allows no saving throw, but can only affect low-Hit Dice creatures. Damage-causing spells that affect more than a single target without a saving throw are uncommon and tend to be high in level.

Description and Effects: When creating the actual description of the spell, remember to note who it affects, how it works, what it does, and how it can be stopped or undone. If the duration, range, or saving throw is described as ‘special,' make sure you note how it is special and what its limits actually are.

Most spells should perform one specific action, although spells may present several applications from which one can be selected when the spell is cast (see Otiluke's freezing sphere for an example of this). Spells that actually do two or three things at once, such as shadow door or guards and wards, are quite rare and are almost always high-level enchantments.

Last but not least, creating a new spell is an opportunity to be creative—feel free to add any color or special effects that are appropriate. A spell that makes a character impervious to cold is useful, but not very colorful; however, a spell that transforms a character's blood to magical ice water, thereby enabling him to resist cold damage, is a little more interesting. Also consider side effects or dangerous combinations of powers when writing up the spell description.

Approval and Modification[]

After the player writes up the spell and refines it, the DM should review and analyze the spell. Is it the right level, or is it more powerful than it should be? If the PC was the target of his own spell, would it completely obliterate him? This might be a sign that the spell is too strong. Are the effects reasonable and appropriate for its power level? Does it permit the subject a chance to avoid its effects? Does the spell intrude on a role best left to another character—in other words, would it make the wizard a better thief than the party's thief, a better fighter than the party's fighter, and so on? A spell can take a few steps in this direction, but it should be examined carefully. And, most importantly: do you, the DM, think that this spell will make your game better or make it worse?

If the spell is well-balanced and well-considered, then the PC can go on to Conducting Research . However, if it needs some work still, you can either return it to the player and inform him of any objections, or pencil in the modifications you think are appropriate to make the spell work in your campaign. Remember, the player always has the option of deciding to not go through with the research if he doesn't like the way the spell turned out after the DM looked at it!

Conducting Research[]

Now that the spell has been described and approved by the player and the DM, the character can begin his research effort. Spell research is time-consuming and expensive. First of all, a wizard must have access to a well-equipped research laboratory and library, as described in Chapter 5 . In fact, if his library isn't good enough for the research, he may need to spend time and money improving his scholarly resources before beginning the research at all!

Priests can get by without purchasing these expensive facilities, but they must have access to the holy writings and texts available at a specific temple of their deity selected by the DM. In many cases, a priest will have to embark on a pilgrimage to a remote monastery or a theological university to find the research materials he will need.

Secondly, the character must refrain from adventuring and concentrate solely on his research, to the exclusion of all other activities. Spell research consumes at least two weeks per spell level, so researching a 3rd-level spell would require at least six weeks of game time. The character may take breaks from his research to attend to other matters, but if the break is longer than a day, he suffers a setback of some kind and loses one week's worth of research. For example, if a wizard finishes four weeks of research and then finds that he must travel out of town for three days, he must repeat one week of his studies. If the break turns out to be longer than the time he's already invested, all the research is lost and he must start over.

Basic Time of Research = 2 weeks per spell level

Money is also an issue in spell research. Expending the supplies, reagents, tomes, and books required by the research consume 100 to 1,000 gp per spell level, above and beyond the normal maintenance cost of any laboratory used by the character. Priests must invest in special incenses, candles, and other religious items of similar cost. The DM can set the price to a level he deems appropriate, but it should always represent a bit of a stretch for the character.

Basic Cost of Research = 100–1,000 gp per spell level

Success or Failure: If the character meets all the expenses and puts in his time with the books, he may attempt a success roll after the minimum research time (two weeks per spell level) has passed. The chance of success is 10% and is modified by the researcher's Intelligence score (for wizards) or Wisdom score (for priests) and experience level, less twice the level of the spell being researched. (See below.)

Basic Success Chance = 10% + 1% per point of relevant ability score + 1% per experience level – (2 x spell level).

For example, a 7th-level wizard with an Intelligence of 17 researching a 3rd-level spell has a success chance of 10% (base) + 17% (Intelligence) + 7% (experience level), minus 6% (3rd-level spell), for a total of 28%.

If the character does not succeed in his first attempt (unless he's very high level, he probably won't), he may continue his research. At the end of each additional week, he may attempt a check with a +10% cumulative bonus. However, if the character ever rolls a result of 99 or 100 on his success check, the DM may rule that the spell proves unworkable and must be abandoned.

Note that the success check replaces the normal learn spells mechanic—if the character can successfully research the spell, he can add it to his book automatically.

New Spells in the Campaign[]

A unique spell is a valuable commodity, one with significant trading value among other wizards or priests. An enterprising PC can choose to sell his hard-earned knowledge for whatever price he can get for it, or he can hoard his spell for his own use. In some cases, a wizard may want to be careful about flashing his newfound powers about in public; unscrupulous spellcasters have been known to steal the inventor's spell book in order to wrest the secrets of the new enchantment from its creator! Priests are less vulnerable to this kind of activity, but it's always possible that their patron power may take a liking to the spell and make it available to other priests of the same mythos.

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