|||
Home
Afflictions/Hazards
Classes
Deities
Equipment
FAQ
Feats
Magic Items
Monster Index
Mythic Index
NPC Index
Prestige Classes
Races
Rules
Skills
Spells/Rituals
Technology
Traits
Licenses
Projects
Sources
Tools
Contact Us
Contributors
Support the Archives
Maximize Menu
Archives of Nethys
Character Creation +
Classes
Feats
Prestige Classes
Races
Skills
Traits
Mythic Index
Deities
Equipment +
Equipment (Non-Magical)
Magic Items
Technology
FAQ
Spells/Rituals
Rules +
Afflictions
NPC Index
Rules
Tools
Hazards
Monsters
Sources
About the Archives +
Licenses
Projects
Contact Us
Contributors
Support the Archives
Toggle Theme
Archives of Nethys
Rules Index
|
GM Screen
Mastering Magic
/
Designing Spells
Spell Research
Source
Ultimate Magic pg. 129
The game rules for what a caster must do to create a new spell are very vague (see
Independent Research from the
Core Rulebook
). This is because, like the details of creating magic items, the nitty-gritty of what the caster is doing for this research isn't important for the progress of the campaign. Just as it's not necessary to know whether a wizard is using squid ink or ink from a rare plant when crafting a
scroll of burning hands
, it's not necessary to know whether he's modifying gestures described in
Irulark's Incunabulum
or altering the pronunciation of words detailed in
Murlost's Great Grimoire
to create a new 1st-level attack spell. While it's fine to include these elements for flavor, particularly in a high-narrative campaign, they don't affect the outcome of the item crafting or spell research, both of which largely take place outside of game time. Therefore, this chapter is about the game mechanics of a player or GM designing a new spell, not the in-world requirements of a character researching a new spell.