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Actually, D&D 3.5 has rules to create spells. However, getting balance for them is tricky. And since they have a ton of spells already done, it doesn’t usually seem worth the hassle.
For my d&d 3.5 campaigns, I usually rule that certain modifications are trivial to make into a new spell. Want an cold blast like burning hands? No problem. It would do the same damage but is cold based instead of fire based.
Look and sound changes to spells are even simplier …. you want magic missile to be golden bolts that hit with a “Zing” sound … sure …. okay, a little strange, but go for it. Just describe it in game and let’s go. I might even be kind enough to not make you waste additional space in the spellbook ™ for that.
With creative effect, you can actually accomplish a lot of things out of the cantrips alone in that system.
In other systems, this isn’t nearly so easy to pull off, but this is really a rules specific thing depending on a system and then how players and GMs interpret it.
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Even systems with static systems, you can build it into the character by just mentioning every once in a while how the character is spending his/her downtime.
Heck, in D&D 3.5 you could even do “Flickum Bickus” with just a simple cantrip. A lot of it comes down to how the player really thinks about using the world and expressing what they want to do with the character.
Shrug, based on my experiences, I would say that a lot of this ends up being situational with what the player(s) and the GM want to emphasis about the system they are using.
Just my two tin bits ….


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