Cost to Create Spells

Post/Author/DateTimePost
#1

UmbraCarmen

Dec 10, 2014 11:24:57

Is there a suggested cost to create spells?  If not is 1000gps per level too steep?  I know this will depend on the finances of the campaign but I like a campaign with this as a realistic downtime option so I am thinking maybe 100gps per level of the spell?

#2

bawylie

Dec 10, 2014 11:50:59

I wouldn't put a GP cost myself, I'd turn it into a quest. If I were to put a GP cost on it, it would be post-quest for lab time. And I'd tie it in with the arcana check as opposed to the spell level. 

#3

Leugren

Dec 10, 2014 13:17:54

UmbraCarmen wrote:
#4

cowleymen

Dec 10, 2014 22:58:01

why spell creation cost at all? Wizards are arcane mathmaticians. Even though we have a list of spells in our PHB, what wizards are doing is constantly testing a new formula, see if it works, like testing a new math equation. As long as the new spell is balanced, I see no reason why your Wizard couldnt learn a homebrew spell when he levels. Part of lifestyle cost for a wizard is keeping his "lab" equiped. His so the spells he learns from leveling are covered cost wise from that. How ever that is while learning a homebrew spell through level options. All other cases fall rules as normal for learning new spells outside of your "free" level spells.

#5

autolycus

Dec 11, 2014 7:13:50

I'm tempted to put creating a new spell in the same vein as learning a new language. Something done in downtime over an extended period of study and research.

 

Perhaps with a multiplier of the cost based on the spell level.

 

I also like creating quests from the research as suggested by bawylie. Anything proactive from the players that generates content is to be encouraged.

(Reply to #5)

UmbraCarmen

Thanks for this feedback - I like the idea of questing for rare ingredients for magic items myself.  I don't know if there are perhaps rare locations, phases of the moon(s) or other time and place treasure "items" which might substitute for spell creation ingrediants.  Perhaps seeking advice from Arch-fey or Dragons or finding hints in long forgotten libraries of lore might substiute better.  I think this is a bettrer way of doing this than the 100gps a level method but there should still be this a fallback option for the overworked DM who wanted to abstract this.

 

 

 

autolycus wrote:
#7

bawylie

Dec 11, 2014 8:32:51

Here's a cool abstraction:

 

Spend downtime, pay fees, whatever. Request a short story from your player as to how they crafted the item or spell. Cap at 500 words. Seperate page for the final product, subject to DM review. 

 

No work on DM side. Player looking to do this likely won't be put off by it would prolly enjoy it. 

#8

bawylie

Dec 11, 2014 8:37:33

Cool abstraction 2. 

 

I am somewhat known for incorporating mini-games, board games, into my D&D. 

 

One of the harder things I make them do, especially for when they want something big, is to use a Rubik's cube. I'll ask them to match anything from a single side to the whole cube. They can have the instructions and work on it anytime they're at my place. Once done, they get their whatever. 

 

They have a love-hate relationship with it. Bc they know they can get what they want and that its on them to get it. 

 

Not for everyone, but I like these things.