Spell Research

Researching new spells uses a point-based system to determine the mechanics of making a new spell. The first step in any spell research is to consult with the DM and to role-play well. Decide the effect and school and determine the level of spell to be created. A character may only create a spell of a level they can cast. If the only access to that level of spell comes from bonus spells due to high ability scores, the character must wait until he has at least one spell per day.

When a character creates a spell, begin by calculating base spell points (SP). Base points are determined by the following formula:
Caster Level + Ability Modifier * 2 = Base SP

The caster then adds the Base SP to the result of a Spellcraft check. Unlike normal Spellcraft checks, this check should be modified by the same ability score that the character uses to calculate spell save DC’s. Casters may also choose to take 10 when making this check, but may not take 20. And since researching a new spell is as much art as it is skill, the character gains one SP for each spell they have successfully made in the past.
Total SP = Base SP + Spellcraft + No. of Previous Spells.

Once the character has their SP, they may begin tweaking the properties of the new spell to achieve the desired effect. Spell properties cost SP and the amount of SP used to make the spell may not exceed the character’s total SP. By adding properties such as a focus, material or XP components, lengthening casting time or shortening duration time, the amount of SP used to make the spell may be decreased. The following table summarizes SP costs. A positive SP value increases the cost and a negative SP value decreases the cost. As with epic spells, the DM may assign ad hoc SP adjustments to handle unusual effects.

To determine the level of the spell, take the final SP cost and divide by 7, rounding down. No spell may have an SP cost greater than 69; such spells must be made via epic rules.

No spell may duplicate the effects of limited wish, wish, or miracle. No spell made via this method may restore the dead to life.

Once the final SP cost has been determined, a caster must spend a certain amount of time working on the spell, use a certain amount of material and experience point resources to create it. Casters must spend Level * 3 days (min 1) researching and developing the spell and spells cost Level * 100 + 1d% gold pieces to develop. Each day a caster must make a Spellcraft check with DC = 20 + spell’s level to make progress on the spell. This check should be modified by the caster’s DC-determining ability score. Failure means they must spend an extra day in development and must pay 1/25 of the gp price in XP. When they succeed on making the spell, casters gain 1/10 of the gp price in XP. During development, casters are using their entire magical energy to work on the new spell and may not cast any spells as they normally would.

Description Point Cost
Casting Time
Standard Action +0
Full-round Action -10
Swift Action +28
Immediate Action +42
One Minute -7
Each additional minute beyond the first -4
Verbal and Somatic +0
Verbal Only +10
Somatic Only +10
Focus/Divine Focus -5
Material Component (less than 1 gp) -1
Material Component (between 1 and 100 gp) -2
Material Component (per 100 gp) -3
XP Component (per 250 XP) -10
Instantaneous +0
Rounds per level (D) +4
Minutes per level (D) +8
Hours per level (D) +10
Days per level (D) +20
Permanent (apply after all other costs) x2
Concentration to maintain -4
Touch +2
Close +2
Medium +3
Far +7
0 ft (non-personal, for area only) +0
Personal +0
Single Target +0
For each additional target +3
Vs. touch AC (ranged only) +7
Area of Effect +4
Willing targets only -2
Non-target (usually a creation or summon) +2
Per Auto-hit Target +5
Burst +0
Spread +3
Emanation +8
15 ft. cone +0
10 ft. radius sphere +3
5 ft. wide x 50 ft. long line +5
10 ft. radius x 20 ft. high cylinder +6
Type of creature +5
Type of object -2
Unique Area +7
Shapeable +10
Shapeable, illusion +0
Each additional 10 ft. to a sphere or cone +3
Each additional 20 ft. to line length +3
Each additional 5 ft. to line width +5
Mind-affecting, Force +5
Language-dependant -2
All other descriptors1 +2
d4 -2
d6 +2
d8 +4
d10 +8
d12, 2d6 +16
d3 (no progression) -4
per 3 or more levels (max 5 levels) -3
per 2 levels (max 5 levels) -2
per level (max 5 levels) +4
per die (max 5 dice) +2
Each additional 5 dice/levels to the max +6
Each additional point +1
Each additional point per level +2
Bonuses and Penalties
Morale/Enhancement +0
Sacred/Profane (divine only) +3
Deflection, Insight, Armor, Nat Armor, Shield +4
Luck +8
For each +-1 assigned to attack rolls; saves; ability, all skill, grapple, crit confirmation checks; or AC +1
For each +-1 assigned to resistance, SR, or DR +2
For each +-2 assigned to a specific skill +1
For each +-1 assigned to an ability score, damage rolls, or spell save DC +2
Checked, Dazed, Dazzled, Fascinated, Shaken, Fatigued +3
Sickened, Deafened, Blinded, Entangled +4
Ability Damage, Frightened, Invisible, Stunned, Exhausted, Grappled +6
Ability Drain, Panicked, Paralyzed, Nauseated +8
Petrified, Energy Drain, Death +16
New or Extra Creatures/Objects
Summoning +2
Calling +5
per CR of creatures +5
per 10 lbs of common material +2
per 1 lb of coinage material +7
per 1 lb of special material +14
Saves and Resistance
Save Negates -2
Save Negates (harmless) +0
Save not applicable +0
Save for half +3
Save partial +4
No save (apply after all other costs) x1.5
No Spell Resistance +4
Yes Spell Resistance +0
Teleportation +4
Planar travel (imprecise) +7
Planar travel (precise) +11
May be affected by permanency +7
Anything else, ask DM ad hoc

1 Only one energy descriptor may be applied to a spell. Opposed alignment descriptors may not be applied at the same time. Descriptors may be applied at the time of casting (as in resist energy or protection from evil).

Spell Research

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