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Rover
2013-06-24, 12:36 PM
Okay, I know that arcane casters can create new spells with the right resources and time but can a divine caster do the same?

If so how do you calculate the spell level of that new spell?

BowStreetRunner
2013-06-24, 12:39 PM
This. (http://www.d20srd.org/srd/magicOverview/divineSpells.htm#divineIndependentResearch) (So in other words, exactly the same as with arcane casters.)

ArcturusV
2013-06-24, 12:40 PM
Yeah, you can research new Divine Spells. The process is the same, except when you create it, basically it gets shared by your God/Divine Force to all divine casters of the same source of magic.

As for Level? Well, that's always more Art than Science. There's no hard, fast rules for setting spell level on newly researched spells. The general guideline is to find the closest analogue to your desired effect and assign the spell to that level.

BowStreetRunner
2013-06-24, 12:47 PM
The process is the same, except when you create it, basically it gets shared by your God/Divine Force to all divine casters of the same source of magic.

Except that it states "Only the creator of such a spell can prepare and cast it, unless he decides to share it with others."

Saito Takuji
2013-06-24, 04:23 PM
are there any kind of concrete rules for researching those spells (either arcane or divine) or are there just the guidelines of current spells to really go off of.

obviously there is the epic spell research, buuuuut thats epic spells not normal ones

Jeraa
2013-06-24, 04:41 PM
are there any kind of concrete rules for researching those spells (either arcane or divine) or are there just the guidelines of current spells to really go off of.

obviously there is the epic spell research, buuuuut thats epic spells not normal ones

Some, but not much. Page 35-36 of the Dungeon Masters Guide has some guidelines, including a table showing what the maximum number of damage dice a spell of a certain level should have. Same book, page 198 also has:


A spellcaster of any kind can create a new spell. The research to do this requires access to a well-stocked library, typically in a large city or metropolis. Research requires an expenditure of 1,000 gp per week and takes one week per level of the spell. This money goes into fees, consultants, material component experimentation, and other miscellaneous expenditures. At the end of that time, the character makes a Spellcraft check (DC 10 + spell level). If that roll succeeds, the character learns the new spell if her research produced a viable spell. If the roll fails, the character must go through the research process again if she wants to keep trying.

A viable spell is one that you allow into the game. Don’t tell the player whether you think the spell is viable when research begins. (That’s the point of the research.) However, feel free to work with the player before the research begins and give him guidance on the parameters under which an original spell might be acceptable in your game.

But exactly what a is viable spell is left entirely up to the individual DM. There are no real rules aside from comparing to existing spells.