A factor in arcane spellcasting that doesn't get a lot of focus - at least, nothing specific that I've read - is the concept of experimenting with and modifying existing spells or creating entirely new ones.
Logically, it stands to reason that this is possible. Else there wouldn't be spells with the name of their creator attached to them (Melf's Acid Arrow, Bigby's Grasping Hand, Tenser's Transformation, etc.). However, there appear to be no direct feats or skills associated with this process (save for, perhaps, Knowledge (Arcana)).
This has led me to believe that any wizard has the ability to tinker with their spells simply by virtue of understanding the complexities of arcane spellcasting through study. This ability could be a factor that sets wizards apart from sorcerers, bards, warlocks or other spellcasting classes that achieve their power through innate means. However, this is just my interpretation.
Does anyone know of any canon material that deals with this subject, regardless of rule edition?
Manipulating Spell Formulas
Re: Manipulating Spell Formulas
To my understanding, wizards get meta-magical bonus feats to represent their superior insight into the manipulation of spells.
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Re: Manipulating Spell Formulas
For modifications like extending the range or duration of a spell, I would agree with you. But what about in terms of more minor modifications, the kind that would not substantially alter the statistics of the spell, just the way it performs?Veilan wrote:To my understanding, wizards get meta-magical bonus feats to represent their superior insight into the manipulation of spells.
For example:
Experimenting with the Dancing Lights spell to create lights in various or cycling colours for a party or special occasion.
Changing the small bell material component of the Alarm spell to, say, a hawk's beak so that a hawk's screech would sound in the place of a clanging bell should the alarm be triggered.
So on and so forth.
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Re: Manipulating Spell Formulas
This would probably fall under the "research new spells" header, regardless of the subtlety of the changes.
There's really no such thing as a "minor alteration" to spells in my opinion. The example with Dancing Lights would mean for instance that you can more easily bluff someone you're hurling Fireballs at them, instead of harmless light. Or send complex messages in a much shorter time. Or make the alternate form of the spell, the vaguely humanoid shape, fade in and out and thus appear much more ghost-like. Or...
Well, you get the idea.
There's really no such thing as a "minor alteration" to spells in my opinion. The example with Dancing Lights would mean for instance that you can more easily bluff someone you're hurling Fireballs at them, instead of harmless light. Or send complex messages in a much shorter time. Or make the alternate form of the spell, the vaguely humanoid shape, fade in and out and thus appear much more ghost-like. Or...
Well, you get the idea.
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Re: Manipulating Spell Formulas
See page 198 of the 3.5 DMG for researching new spells.
Player (PC) suggests the "new spell" and its level, you need to be in a metropolis sized place, and start spending both a number of weeks of research based on the new spell's level, at 1000gp a week, with a Spellcraft check at the end. The DM only lets a player know if they actually make the roll, whether the spell they were hunting was, in the DM's sole opinion, viable. Example, if someone thought "I'd like to research a fireball spell that does d8s and doesn't max out at 10d8... and I'd like to think that's 4th level", maybe the DM privately disagrees and figures that's more like 6th level. PC blows 4K over 4 weeks, passes Spellcraft check, but the DM can still fail him with probably a hint that "more research needed, this one's higher than 4th..."
...
As to "twists" on existing spells, AD&D 2nd edition used to have some fluffy rules about cosmetic changes to spells, being fairly cheap things one could do with reasonable success. Maybe in the Complete Wizard's Handbook. I'm talking about things like "my fireballs are rainbow colored" or "my magic missles each look like a spooky ethereal hornet." Again, more "style stuff" as opposed to brand new spells. New spells rules were also around at the time, I remember cooking up some kind of attack spell inspired by blue dragon breath with a DM of years long gone, with a "Militant Wizard" kitted PC by the name of Erland, and his "Erland's Electrical Exhalation" spell... forget how that panned out, think it got researched but never scored material components of blue dragon horn *shrugs*
Anyhoo. Much like item crafting and scroll writing, tossing gold into a bottomless pit to gain new spells is another wizardly pastime. DMG 198 would be your starting point, but other sourcebooks could well elaborate.
Player (PC) suggests the "new spell" and its level, you need to be in a metropolis sized place, and start spending both a number of weeks of research based on the new spell's level, at 1000gp a week, with a Spellcraft check at the end. The DM only lets a player know if they actually make the roll, whether the spell they were hunting was, in the DM's sole opinion, viable. Example, if someone thought "I'd like to research a fireball spell that does d8s and doesn't max out at 10d8... and I'd like to think that's 4th level", maybe the DM privately disagrees and figures that's more like 6th level. PC blows 4K over 4 weeks, passes Spellcraft check, but the DM can still fail him with probably a hint that "more research needed, this one's higher than 4th..."
...
As to "twists" on existing spells, AD&D 2nd edition used to have some fluffy rules about cosmetic changes to spells, being fairly cheap things one could do with reasonable success. Maybe in the Complete Wizard's Handbook. I'm talking about things like "my fireballs are rainbow colored" or "my magic missles each look like a spooky ethereal hornet." Again, more "style stuff" as opposed to brand new spells. New spells rules were also around at the time, I remember cooking up some kind of attack spell inspired by blue dragon breath with a DM of years long gone, with a "Militant Wizard" kitted PC by the name of Erland, and his "Erland's Electrical Exhalation" spell... forget how that panned out, think it got researched but never scored material components of blue dragon horn *shrugs*
Anyhoo. Much like item crafting and scroll writing, tossing gold into a bottomless pit to gain new spells is another wizardly pastime. DMG 198 would be your starting point, but other sourcebooks could well elaborate.
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Re: Manipulating Spell Formulas
Iknow that The First edition DMG delt with new and altereds spells long ago..I have the book at my parents I believe but haven't cracked it in 15 years or more...as a teenager I thought it cool material, but you need a DM that allows it and the time, money,components, and luck to both try and survive it. For instance Delayed fireball spell...try making all spells with a delay...for traps ect. Now a days that is viable in First edition you were winging it so to speak. I believe many "evil", although often they are neutral and care only for magic, Magic users that experiment on lesser beings, constructs, undead, ect. do so while researching new spells and uses of magic. A lot of things required to invent new spells would be considered "perversions" By many non magic users...Thus the need for the legendary Magic-users to always have a Remote "place" Tower, island stronghold, ect. To develope new magics. In otherwords You need time Money experience and POWER to acomplish these things. Just my two cents:)
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Re: Manipulating Spell Formulas
Excellent points, Lucifer...thank you.
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[Wynna] Chula Lysander: [Talk] *Shakes head* I've been in worse situations. He was just....unjoyful! *stomps foot*
Retired PC's: Torquil, Gwenevere
Former PC's: Rugo, Flora, Rory Mor