Wizards and "creating" new spells. (Idea for spicing up spell lists)

gambler1650

Explorer
The title probably sucks for this thread since I didn't know how to summarize the idea. Let me start by saying I had this idea while comparing how a scientist learns how to be a better scientist, or a computer programmer learns how to be a better programmer. Each can only learn so much by being taught, or reading, or debugging programs that others have written. The only way to really advance to another 'level' of understanding is to create your own hypothesis and test it, or create your own program using previously learned methods.

Wizards seem to fit this profile best in the D20 setting, though one might throw any Arcane practitioner into this type of idea. So, what if before you can learn a spell of a higher level than you'd been able to learn before, you have to create a spell at your current level of understanding? This proves you have a grasp of the foundations before being taught something new and having confidence in using new material. So, let's say you're a spellcaster that can cast first level spells and you're about to advance a level and be able to cast second level spells. You have to "create" a new 1st level spell before you can learn a 2nd level spell.

My suggestion for how this actually works is as follows. In your campaign world, the DM makes a list of all "common knowledge" spells. This can be as simple as all of the spells in the PHB or any campaign specific list (like Midnight for instance). Alternatively the DM can add spells from other sources to the list, remove others, etc. None of these can be 'created', they can only be learned. When the time comes to create a spell, the player can either create a completely new spell (with the DM's supervision of course) or use a spell from another spell list (again, with the DM's blessing). Have the player name the spell something unique. In most cases, newly created spells won't have as much utility to the world as other spells on the list, or word just won't get out and the knowledge of the created spell will die with the Wizard who created it. But sometimes a spell will be passed on and become part of the lore of the land. Maybe let a 20th level character see one of his earlier created spells being used by an unexpected ally (or even better, an enemy ;).

The character can create this spell at any point before gaining a level that allows him to cast new levels, or can take a 'created' spell in place of an automatic spell pick at a new level using all the standard rules. Obviously the created spell has to come from the same school as one the character knows (which means if the DM wants to allow spells from other schools than the PHB or the campaign setting he's running, he has to either allow that spell to become part of a present school, or allow that school from the very beginning).

Comments.. thoughts.. flames? ;)
 

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Some would say 'it weakens an already weak class'. Others might just say 'It's a neat flavour element!' I'm in the latter camp. I like the idea of wizards having to do research, all the more so if you can tie in some kind of laboratory accident chance. *roll* *roll* "Ooh. The good news is you're a lot closer to your familiar. The bad news is he's fused to your hand."
 

I thought about the 'weakening' aspect beforehand. There are a couple of possible 'fixes' built into the system:

1. Only wizards use this method of handling spells, and therefore they're the only ones who can 'create' them. This forces the other classes to have only the spells commonly available unless they find one of the spells from....

2. Other wizards that the party faces will also have the same 'requirements' which means that their spell books will have one 'created' spell for each level, which most likely won't be ones the players have. One might find scrolls for these created spells in ancient wizard's ruins, etc. It does mean the DM has to do a little more work, since each wizard has to have the proper 'created' spells, but it might add even more excitement to such encounters... Every wizard will be different, and every ruin might have a spell that only a few in the whole campaign use.. (and therefore can't dispell!!!)
 

The wizard being able to create his own spells is one of the perks of the class. I don't see why you have to force the player to create spells when he should be doing so as a matter of course anyway. What wizard wants to know "Unseen Servant" when he can know "Mandar's Miniature Manservant"?!



Aaron
 

I may not have described what I had in mind quite properly, at least how it relates to the rest of a campaign. The main point being that a Wizard can only learn spells from the DM's 'common knowledge spell lists' unless he creates a new spell. Additionally, I'd probably put limits on how many spells could be 'created' besides the required ones for learning purposes, since the idea of creating a new spell is one that takes a lot of spare time and energy (ie, the wizard is learning how to create this spell over at least a level's worth of time). Maybe a Wizard can't create unique spells unless he can cast spells 3 levels higher (except for his required spell to progress at each level).

The intent is twofold:

1. The campaign isn't just a mishmash of spells from every supplement the players happen to have. Most world's core spell lists will be restricted to a small subset (about the size of say the PHB or Midnight for instance).

2. To make magic more 'exciting'. The Wizard could be secretive about what he's trying to create, and surprise the heck out of an opponent who's never seen such a thing, or even his party members... Hmm, I'm debating whether including 'bugs' as additional flavoring would be fun... It _looks_ like it should work, but when cast it might fizzle, or backlash, or just not do exactly what was expected. Each use would have a chance of being 'right' with the chances of getting it right being better each time. When the 16th level wizard sees an apprentice learning a 2nd level spell that _he_ created, there would be pride associated with that.
 

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