D&D 3E/3.5 Where are 3.5 rules for researching new spells?


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Pg 198, 3.5 Dungeon Master's Guide

It gives you both options; one for researching completely new spells, and the other for simply adding new spells to a spellbook (or as a variant, spontaneous caster's spells known).
 


Easily missed and even when found not particularly clear.

Or GM said we (all arcane and divine spell casters) could have PHB spells but have to research ones from other sources.

So to me it seems to cost either...

a) Twice what it would cost for an NPC to cast the spell and one day a spell level.

Assuming he treats spells from other sources like the optional rule for wizards having to research the spells they gain on advancing in level.

b) A small fortune in gold 1,000gp (and a week) per spell level with no guarantee of success, and possibly a guarantee of failure if the GM doesn't like the spell but he's advised to let you waste the money and you never if you just failed the Spellcraft check or the GM thinks the spell isn't viable.

If he treats them as original spells and uses those optional rules.

There seems to me to be a massive gap and the second set really doesn't encourage players to come up with there own spells, until very late in the campaign when they have more money than sense.
 

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