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Author Topic: making brand new spells?  (Read 1518 times)
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kevperrine
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« on: March 14, 2007, 10:06:19 AM »

I'm not a big fan of playing Mages or spellcasters in general...
So when a player(s) came to me asking about creating brand new spells from scratch I am a little out of my element.
My question is - of all the D&D spells out there isn't there one that fits your intentions?

The answer I get is no.

So my questions are:
-  Would you allow PCs to create new spells from scratch for their characters?
-  How do you regulate the new spell's balance?
-  Are there rules for making new spells for D&D?  (book? page?)


One PC in particular is looking to create spells that are "controlling" or lasting...  Things that effect the loyalty or judgement of an NPC that might come into effect immediately  or  days following the casting.


thanks for any help
-kev-
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best,
-kev-
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arnon
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« Reply #1 on: March 14, 2007, 11:12:41 AM »

I will not allow new spells.

There are a gazillion of spells out there, and personally, i think it is too much.... heck, i think that with only the SRD spell + MN spells should be enough and is more than enough.

I'd tell my players to find a spell that fits what he wants from what's available, and if that doesn't exist... i might allow him to use a spell from another book if i think it fitting. I know nothing about balancing and creating new spell to allow some newly created spell into my game.

arnon
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Dirigible
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« Reply #2 on: March 14, 2007, 03:08:02 PM »

Quote
There are a gazillion of spells out there, and personally, i think it is too much.... heck, i think that with only the SRD spell + MN spells should be enough and is more than enough.

I storngly disagree. The core spells are in many places dull and repetitive, and some variety is much welcome. Back in 2e, I went through a phase where nearly all my wizard PCs had a 3rd spell called 'force lance' instead of 'fireball', just because the latter was so... cliched, almost.

Quote
-  Are there rules for making new spells for D&D?  (book? page?)

DMG, obviously. I don't have the 3.5 DMG, so use the index.

Quote
One PC in particular is looking to create spells that are "controlling" or lasting...  Things that effect the loyalty or judgement of an NPC that might come into effect immediately  or  days following the casting.

Immediately? That's Charm Person, Suggestion or Dominate Person... or even some of the low-level spells from Sorcery and Shadow, if I recall correctly. For things like this that come into effect days later, you might want to look into creating some kind of Delay Effect metamagic feat, instead.

Probably the best way to design new spells is have the player write them up and post them here or on ENworld for critique. Having hundreds of pairs of gamers eyes looking them over is guaranteed to spot almost any potential problems or abuse Smiley
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LeaderDesslok
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« Reply #3 on: March 14, 2007, 03:25:48 PM »

I agree with Dirigible. Have the player write up his spell and submit to you, and you submit to the forums. I, for one, have had a lot of experience working on new spells. I am, after all, the Lead Mechanics Editor on the fine products of Silven Publishing. (cheap plug...booyah!)  mrgreen
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Albert
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« Reply #4 on: March 15, 2007, 11:06:12 AM »

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Charm Person, Suggestion or Dominate Person

Exactly the spells I thought of when I read what the player wanted.



The easiest way of balancing things apart from letting other people do it for you (forums) is to compare them to whatever is the most similar too them in the base rules. In this case, spells like suggestion, charm person and dominate person would definetly be good to measure tings against. (What you're describing sounds more powerfull than charm person, but less powerfull than dominate person for example). Also keep in mind that posters on ENworld might not be familiar with the special place divine magic and the spellcasting classes has in midnight, if this was "normal" D&D the spell would probably be a bard spell.
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Nifelhein
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« Reply #5 on: March 15, 2007, 04:37:01 PM »

Just a side note, I never knew of one single book in D&D history that gave us good guidelines to fit a spell in a given level. Wink
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Albert
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« Reply #6 on: March 17, 2007, 05:49:50 AM »

I think there was something in Tome & Blood (3.0 splat for Wizards and Sorcerers from WotC), nowhere near enough, but some general guidelines, I might be wrong though.
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Nifelhein
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« Reply #7 on: March 17, 2007, 06:25:53 AM »

it has some, but not really good ones, they present benchmark offensive and defensive spells for each level and tel you to do what i said above, compare it to other spells of that level and how it works compared to them...
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