Spell research rules?

Whizbang Dustyboots

Gnometown Hero
You know, I could have sworn there was once more to the rules than what's in the 3.5 DMG on spell research: "Hey, make it balanced, here's how, have fun."

Aren't there time requirements? Spellcraft checks? Costs? Or is spell research's only limit what the DM will put up with and 100 gold pieces per page required?

This is the first time in this edition of D&D that I'm doing this as a player, and I'm a little surprised not to see any more specific rules.
 

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Erywin said:
I thought the cost for creating new spells was equal to 1000 gold/SL?
The 3.5 PHB just says "see chapter 2 of the DMG" and that chapter just says "here's how to make a balanced spell."

Color me perplexed.

I know 2E had spell creation rolls and time involved. Did 3.0?
 

It's in the DMG, but I don't think in the SRD.

Knowledge Arcana (I think, not Spellcraft) DC = 15 + spell level, 1 week and 1000gp/spell level, if the check fails, try again in one week, unless you bomb the roll, then start over.

I think.

IMC, I use DC 15 + (2 X Spell Level), to keep the roll from being a foregone conclusion at mid to high levels.
 

Whizbang Dustyboots said:
The 3.5 PHB just says "see chapter 2 of the DMG" and that chapter just says "here's how to make a balanced spell."

Color me perplexed.

I know 2E had spell creation rolls and time involved. Did 3.0?

It's in a different section than that. The section on balanced spells is in the front of the DMG, the rules for research are in the back, just before the magic item section, IIRC.
 

Wow, how annoying the PHB says chapter two, but the actual meat of the rules is split into two chapters with no notation to see the rest of the info in the "How Characters Improve" section. It's actually DC 10 + spell level, which definitely suggests that high level characters can have as many new spells as they want.

Thanks.
 

Glad ya found it, I knew it was in there somewhere and I always have a hard time finding when I really need it :(

Cheers,
E
 

Next question: Does designating a spell usable by two different classes cost more than just setting it up for one class?

Baeril's an illusionist and planning on multiclassing as a bard. Would it cost more to make his new spell a wizard/bard one, if for some reason he wanted to?
 

Whizbang Dustyboots said:
Next question: Does designating a spell usable by two different classes cost more than just setting it up for one class?

Baeril's an illusionist and planning on multiclassing as a bard. Would it cost more to make his new spell a wizard/bard one, if for some reason he wanted to?

Each class is treated separately.

A wizard cannot research a spell for another class.

It just happens that wizards and sorcerers use the the same spell list.

Remember that spontaneous casters can never increase the number of spells they know via reasearch. They may, however, research a spell that they learn (to either replace a known one - following the rules for doing so specificed by class, or to learn when they can add a new spell to their known spells).
 

Whizbang Dustyboots said:
Wow, how annoying the PHB says chapter two, but the actual meat of the rules is split into two chapters with no notation to see the rest of the info in the "How Characters Improve" section. It's actually DC 10 + spell level, which definitely suggests that high level characters can have as many new spells as they want.

Thanks.
The DMG index quite clearly sets out the places to check. I've generally found that it's the best way to find the locations of things in the book. I guess that's why they call it the Index ;)
 

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