3.5 How exactly are spells researched? Especially by certain classes? [Archive] - Wizards Community

Post/Author/DateTimePost
Harmor

09-04-04, 09:13 AM
The rules for researching spells seem vague, as they should be since I guess DMs can be creative.

So what I wanted to know was what exactly is required to research a new spell? For all the spell-casters below, what does the 1,000gp/week/level of spell represent?


1. Wizards: Do they need to rent a library? If so, what are its costs? What 'level' of library is required to do this research? Do they need a 'lab'?

2. Sorcerer: How do they research spells if they don't use spell-books?

3. Bards: Same as sorcerers?

4. Clerics: Do they pray for these new spells?

5. Paladins: Same as Clerics?

6. Druids: Do they commune with nature? Search out a powerful Fey to gain insite?

7. Rangers: Same as Druids?

8. <insert other spell-casting class here>


Any help would be appreciated. :)
Seeker95

09-04-04, 01:23 PM
General answer: The cost is to balance creativity with sacrifice. Any player can come up with a brand new spell. The DM can keep his campaign "in check" by having the attempt come with a cost.

Number-specific suggested answers:
1. Wizards: Books, lab rental, practice materials
2. Sorcerers: Meditation drugs, practice materials
3. Bards: Drugs, practice materials, theater tickets, travel costs for other bards to visit
4. Clerics: Tribute to the deity
5. Paladins: Tribute to deity
6. Druids: Practice materials, ritual components
7. Rangers: Any combination thereof.
The Simbul

09-04-04, 02:07 PM
You can make the actual process of researching a spell involve whatever details you would like, so long as the process at a minimum involves:

*One week of research per spell level.

*Expenditure of 1,000 gold pieces of materials per spell level.

*Access to a library or other cache of knowledge, insight, or training worth at least 10,000 gold pieces.

*A sucessful spellcraft check against a DC of 10+ spell level.

*The intended spell is balanced, has the approval of the DM, and is an appropriate spell for the characters class spell list.

Given that research usually involves aquisition and application of knowledge, and the fact that Spellcraft is an INT based skill, one would imagine that the process of research would involve books, tomes, tablets, or other knowledge-carrying items regardless of the class involved.

One can easily alter the themes or topics of the books or tomes in question and make them relative to the class involved:

Wizards would research books on arcane theories. They would need access to an arcane library worth at least 10,000 gold pieces, and an arcane labratory would be an appropriate place to research Sor/Wiz spells.

Sorcerers would use research methods and objects similar to that of a Wizard. While Sorcerers learn spells innately, they still derive their spells from the same class spell list, and they still must have some knowledge of arcane theories and the limits of arcane magic to sucessfully research their spells. Alternatively, you could replace the location (arcane labratory) with some rare place of magical power, such as a ley line or site of magical fluctuation, and have the research cost expenditure instead go to paying an more powerful NPC Sorcerer or monster with innate sorcerer spellcasting abilities (dragons, rakshasa, naga, celestials) to provide insight and instruction in testing the limits of your powers.

Clerics and Paladins would most likely replace the need of access to an arcane library with access to theological and religious tomes, and the costs in researching the spell be replaced with things like incense, candles, holy water, holy symbols, and other sacred relics, and have the research take place in a temple or hallowed location.

Druids and Rangers would use a more nature oriented research components, locations, andthan say a Cleric or Paladin, but the costs should remain the same.

Bards would research spells as songs and works of art, perhaps pooring over old song books or epic tales of old and weaving them into a bardic spell.

Also, as a house rule, you could allow non-wizard spell researchers to exchancge their INT modifier to spellcraft checks with their primary spellcasting ability modifier (Charisma for Sorcerers, Wisdom for Divine Spellcasters, etc), which would represent the notion of a Cleric drawing on their insight (wisdom) with regard to creating a divine spell, and likewise a Sorcerer using their force of will (Charisma) to shape the spell effect they desire.