What ever happened to spell research?

I know rules for it still exist, but really, what happened to Wizards researching new spells all the time?

Back in my AD&D days, much of the work of playing a Wizard was in coming up with spells. It was expected that players of Wizards would come up with neat spell ideas, run them by the DM, then go back to their library and lab (once they had enough money to put one together) and spend time and money researching a new neato spell that only they had.

You'd also occasionally get Clerics and Druids researching spells too, not as often, but all spellcasters tried to spend the time to come up with signature magics for themselves or for their religion.

Somewhere along the line, with 3.x edition, that faded away. It persisted for a little while after 3e came out, but it happened less and less. Now I have the rules for researching spells, but they rarely, if ever, get used.

I'm wondering if it's partially that (at least as I always saw it played), in AD&D you got one new spell when you got the ability to cast spells of a new level, and that was it, and your starting spells were randomized, so if you got 3rd level spells, you got one 3rd level spell (typically Fireball or Lightning Bolt, sometimes Dispel Magic) and you had to find a copy of a spell in a captured book or from a scroll (unlikely) or research it yourself (likely). While you were in the library making PHB (or splatbook) spells for yourself, you could whip up a few new ones to have fun with. Now, in 3.x getting 2 new spells at every character level doesn't mean that Wizards have to steal, scavenger or research spells to get new ones, they just gain them as they level up.

I'm also wondering if the finite "spell list" mentality of 3.x discourages independent spell research. After all, in AD&D Wizards could cast any arcane (as we call it now) spell, and Divine (to use the modern term) spells were portioned out into Spheres so it was clear if a Cleric or Druid or Paladin or Ranger or Specialty Priest could use it. Now, if someone playing an Enchanter thought it would be neat to research a spell to erase or tamper with the recall of others, would it be "not on his spell list" because Modify Memory is Bard only? Maybe it's a touch of grognardism in me, but I think that Wizards should be able to cast any arcane spell, even if it might be a little higher level for them than it would be for another class. Heck, they should be able to do almost anything with magic if they are capable of high enough level spells (Healing and raising the dead being particularly difficult, and invoking divine power being nigh impossible).

Has anybody else seen a real drop in researching new spells in 3.x edition as compared to AD&D?
 

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wingsandsword said:
Has anybody else seen a real drop in researching new spells in 3.x edition as compared to AD&D?

Yeah, well wizards are getting their spells off the internet now.



But seriously, I blame sorcerers. Your wizard spends six weeks and a decent chunk of gold creating a new spell. My sorcerer sees you cast it, says "cool!" and has it on his spell list by Tuesday.

That kind of sucks all the fun out of it for the wizard.
 

My god, you're right. Researching spells *was* one of the coolest things about playing a wizard in 2e, and now that's totally gone...

I mean, the rules support spell research, but I guess it's just not as common anymore. Probably because there's so many spells out there that it's hard to come up with your own "niche" spell.

My personal favourite "homemade" spell involved an electrical shield that zapped people that got near, that also allowed me to zap nearby foes. Kind of a two-for-one spell, really. Loved it.
 

wingsandsword said:
Back in my AD&D days, much of the work of playing a Wizard was in coming up with spells. It was expected that players of Wizards would come up with neat spell ideas, run them by the DM, then go back to their library and lab (once they had enough money to put one together) and spend time and money researching a new neato spell that only they had.

Never in all my years did I ever once see a player do this. It was too long and expensive to bother with, particularly since there was a such a large choice of spells available I would be hard pressed to not find a published spell that did what I wanted. It was far easier to find someone to teach you a cool spell.

I'd say another reason people might not be doing much of it is that one of the big reasons for researching a spell would be to change the parameters on an existing spell; make an 'Ice ball' for example. With the various metamagic feats that a waste of time and money.
 

You know the old saying, "necessity is the mother of invention"? Well, it's probably more accurate to say that dissatisfaction is the mother of invention. And, for some time, most people were quite satisfied with the 3e rules (including the spells), so the focus of the game shifted from making the rules better to using the rules better.

Inevitably, however, satisfaction fades and the itch to improve or just to create sets in. I know that I'm certainly more keen to come up with new spells, feats, classes, systems, etc. and try them out in my games than I was seven years ago, when 3e was just released.

I haven't felt this way since, well, the dying days of 2e, just before 3e was announced. :p
 

Wik said:
Probably because there's so many spells out there that it's hard to come up with your own "niche" spell.

It wouldn't surprise me if that's part of the reason why. There's more reason to research spells when your spell list is limited to the 100-odd spells in the 1E PHB, plus the spells in Unearthed Arcana, if your DM allowed that book.
 

We used to research all the time in AD&D 2ed and back. Spell rarity was a real thing, and there was no such thing as free spells every level. If by 3rd level you didn't have a 2nd level scroll or some spell-books-as-loot, you weren't casting 2nd level spells.

In 3.0 we did a bit with the rules in Tome and Blood. In 3.5 the only spell research I've ever seen was in a homebrew world low-wealth campaign that only used the core books and DM-created material, where the (core) druid was the only healer for the group and ended up getting sponsored to research some spells like the Vigor spells. n With no coin or availability of plentiful cure light wands, and no cleric the DM allowed it.

With the wealth of spells out there, rules supporting all classes (even spell-book ones) getting access to new spells with level or with new spell level, the removal of spell rarity to make everything accessible, the outrageous costs, and the lack of good guidelines for determining spell level, and it's got too many strikes to be common.

Which is, IMO, a shame.

Cheers,
=Blue
 

I think a bigger reason you don't see so much unique spell research (despite how ridiculously easy it is in 3.5 ed) is the "magic shop" mentality of the current rules. Why research an extant spell when you can just pop off to the corner store, drop a few hundred platinum pieces and have it in your book? I agree that the concept of spell rarity is a good one. Of course, in 2nd ed, you couldn't just copy a spell from a scroll directly into your spellbook. You had to research the spell anyway, and you got a 50% price (and time) break for using a scroll, along with another 50% break if it was a PHB spell.

I think another problem is that 3rd ed is SO internally consistant, well defined, and heavily playtested, that when 3rd party people and players started coming up with ideas for unique spells, they were rather unbalanced, if not outright broken. Many many MANY spells from early 3rd party books in my game have to be completely rewritten, or just banned.

Incidentally, I changed the research rules to DC 15 + (2 X Spell Level). This way, if a wizard maxed out his Knowledge Arcana or Spellcraft, it's still a challenge at every point in his career to research his highest level spells, but easier by far to research lower level spells.
 

WayneLigon said:
Never in all my years did I ever once see a player do this.
That was my experience as well. I'm actually quite surprised by the number of people posting who seem to have had the same experience as the OP.
 

The only player I ever saw research a spell in 2Ed was a guy who was ticked off by the damage caps for things like Fireball. He had his PCs research the 1Ed (non-capped) versions of the spells. I'm trying to do a campaign in which research wil be mandatory, but I'm not sure it will work. I don't think the players will go for it.
 

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