So having watched Critical Role and playing a wizard I was wondering if there were any rules/suggestions with creating new spells beyond plead with your DM. Since wizards are not limited to the number of spells they can scribe in their spell-book that downtime creations should not count against your two upon level. Thoughts on adding to the existing list of spells? DDB has some interesting homebrew I would like to borrow.
Why should it not count? IMO, it absolutely should. I’d limit a character to the existing spells per level (which replaces the ability to learn an existing spell) , plus they need to spend downtime to figure them out on top of that. If they the want more normal spells, they’d have to find them.
By giving them twice as much, you’re only decreasing their value...what’s the point of adventuring and finding stuff if you just get it when you say you want it? In that case, make yourself level 20, give yourself all the spells you want and skip the game.
IMO, it shouldn't be as simple as "oh well I thought it up so I have it," there should be spell development costs. You could flavor it as paper and ink for transcribing different versions of the spell to find the "right" one as well as acquiring material components to test.
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"I would sell you to Strahd for one corn chip"
-To the warlock in (coincidentally) our final session of CoS.
Creating spells and reflavoring spells is 100% a matter of discussing with your DM. There have been times where my DM wanted me to just use official content so she didn't have to worry about other things while she was running her first campaign. While in another game, my group had a different person DM who was all for spell creation, but we had to work it out on what we would require.
For that character of mine, he spent most of his down time working on spells, clockwork creations and misc items. Which meant money was always has an issue because of how much I would have to invest in his "research." As for the spell creation, since that this is what its about, along with a series of both checks and percentile rolls, my DM would include other factors during the research such as, if there are any official spells that was similar to what I was trying to make. Which, there were times where I would need to acquire those spells before I could make any more progress in the spell creation. Like for me, an example for this would be, when I wanted to create Chromatic Missile, I also needed to acquire both chromatic orb and magic missile. Is this a perfect system? Debatable, but that's basically what I worked out with my DM.
From experience with my DM, in order for me to create any new spells, I had to make sure I had the proper spell components and cash required to create the spell. He also limited the level of the spell considering my level of character. a 5 Level character should only be able to create a 3rd level spell etc etc etc.
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Q "What do I need to do to prove that I am as mortal as you?"
My DM ruled that adding my own spell to my spell book cost twice as much gold and took twice as long, and I still ended up making a few. He also said that studying is part of the normal wizard routine so that adding your own spells on level up is acceptable. It worked well to allow me to do stuff in a game with very little downtime, but the actual process of making a spell is super DM dependent. It goes like this though
1. I have x idea for a spell. I'd like x spell to do y damage or have a effect or maybe both (sometimes)
2. DM suggests a level for the spell, and you realize you made your initial concept too strong.
3. Work with the DM on balancing the spell to fit the needs of your wizard at spell level you want. I really wanted a 4th level spell that was a bonus action to cast and activate and we eventually landed on a spell that increased my AC and could have it's AC bonus lowered to shoot ice at my enemies
4. Test the spell in play. After some time you can bring concerns to the DM if it isn't strong enough for it's level, or they'll do the opposite because you spam it out all the time
This is how it normally works. There's no set rule, but the DMG has suggestions for how much damage/healing a spell can do for level, and how effects might change that. I hope this helps you, coming from a wizard who's made 4 unique spells with good success!
Why should it not count? IMO, it absolutely should. I’d limit a character to the existing spells per level (which replaces the ability to learn an existing spell) , plus they need to spend downtime to figure them out on top of that. If they the want more normal spells, they’d have to find them.
By giving them twice as much, you’re only decreasing their value...what’s the point of adventuring and finding stuff if you just get it when you say you want it? In that case, make yourself level 20, give yourself all the spells you want and skip the game.
There is no limit to how many spells a wizards get. So he is not giving them 'twice as much'. The question is, should you have to pay for self created spells, and if so should it be as per standard rules or more than that.
The simplest way to do it is to count the spell you create as one of the 2 you get for free when you level up. Makes a lot of sense because of this line in the PHB: "The spells that you add to your spellbook as you gain levels reflect the arcane research you conduct on your own, as well as intellectual breakthroughs you have had about the nature of the multiverse. "
That said I will suggest you never make a spell that is more powerful than a higher level spell, usually not that hard to calculate spell levels for a combat spell. Non-combat however is much harder.
So having watched Critical Role and playing a wizard I was wondering if there were any rules/suggestions with creating new spells beyond plead with your DM. Since wizards are not limited to the number of spells they can scribe in their spell-book that downtime creations should not count against your two upon level.
Thoughts on adding to the existing list of spells?
DDB has some interesting homebrew I would like to borrow.
Why should it not count? IMO, it absolutely should. I’d limit a character to the existing spells per level (which replaces the ability to learn an existing spell) , plus they need to spend downtime to figure them out on top of that. If they the want more normal spells, they’d have to find them.
By giving them twice as much, you’re only decreasing their value...what’s the point of adventuring and finding stuff if you just get it when you say you want it? In that case, make yourself level 20, give yourself all the spells you want and skip the game.
Guide to the Five Factions (PWYW)
Deck of Decks
IMO, it shouldn't be as simple as "oh well I thought it up so I have it," there should be spell development costs. You could flavor it as paper and ink for transcribing different versions of the spell to find the "right" one as well as acquiring material components to test.
"I would sell you to Strahd for one corn chip"
-To the warlock in (coincidentally) our final session of CoS.
Creating spells and reflavoring spells is 100% a matter of discussing with your DM. There have been times where my DM wanted me to just use official content so she didn't have to worry about other things while she was running her first campaign. While in another game, my group had a different person DM who was all for spell creation, but we had to work it out on what we would require.
For that character of mine, he spent most of his down time working on spells, clockwork creations and misc items. Which meant money was always has an issue because of how much I would have to invest in his "research." As for the spell creation, since that this is what its about, along with a series of both checks and percentile rolls, my DM would include other factors during the research such as, if there are any official spells that was similar to what I was trying to make. Which, there were times where I would need to acquire those spells before I could make any more progress in the spell creation. Like for me, an example for this would be, when I wanted to create Chromatic Missile, I also needed to acquire both chromatic orb and magic missile. Is this a perfect system? Debatable, but that's basically what I worked out with my DM.
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From experience with my DM, in order for me to create any new spells, I had to make sure I had the proper spell components and cash required to create the spell. He also limited the level of the spell considering my level of character. a 5 Level character should only be able to create a 3rd level spell etc etc etc.
Q "What do I need to do to prove that I am as mortal as you?"
Warf "Die."
My DM ruled that adding my own spell to my spell book cost twice as much gold and took twice as long, and I still ended up making a few. He also said that studying is part of the normal wizard routine so that adding your own spells on level up is acceptable. It worked well to allow me to do stuff in a game with very little downtime, but the actual process of making a spell is super DM dependent. It goes like this though
1. I have x idea for a spell. I'd like x spell to do y damage or have a effect or maybe both (sometimes)
2. DM suggests a level for the spell, and you realize you made your initial concept too strong.
3. Work with the DM on balancing the spell to fit the needs of your wizard at spell level you want. I really wanted a 4th level spell that was a bonus action to cast and activate and we eventually landed on a spell that increased my AC and could have it's AC bonus lowered to shoot ice at my enemies
4. Test the spell in play. After some time you can bring concerns to the DM if it isn't strong enough for it's level, or they'll do the opposite because you spam it out all the time
This is how it normally works. There's no set rule, but the DMG has suggestions for how much damage/healing a spell can do for level, and how effects might change that. I hope this helps you, coming from a wizard who's made 4 unique spells with good success!
The real key to making spells is making them fair. The cost is quite honestly not that important.
There is no limit to how many spells a wizards get. So he is not giving them 'twice as much'. The question is, should you have to pay for self created spells, and if so should it be as per standard rules or more than that.
The simplest way to do it is to count the spell you create as one of the 2 you get for free when you level up. Makes a lot of sense because of this line in the PHB: "The spells that you add to your spellbook as you gain levels reflect the arcane research you conduct on your own, as well as intellectual breakthroughs you have had about the nature of the multiverse. "
That said I will suggest you never make a spell that is more powerful than a higher level spell, usually not that hard to calculate spell levels for a combat spell. Non-combat however is much harder.