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1995-11-29
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Path: usenet.ee.pdx.edu!cs.uoregon.edu!news.uoregon.edu!cuhknntp!hpg30a.csc.cuhk.hk!agate!howland.reston.ans.net!newsfeed.internetmci.com!in1.uu.net!not-for-mail
From: robert_nichols@vnet.ibm.com
Newsgroups: rec.games.frp.archives
Subject: RESOURCE: Rules: Spell Research
Followup-To: rec.games.frp.misc
Date: 25 Nov 1995 06:55:09 -0500
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Spell Research Rules
Magical Spell Research
1) The player suggests a spell - works out the details of what he
would like it to accomplish and gives it to the GM (preferable in
written form).
2) The GM reviews the spell. Talks with the player about it. The
two reach a compromise over any points the Dungeon Master wants to
clarify or change.
a) How many subjects are affected?
b) What kind of subjects are affected?
c) Is there a saving throw?
d) What kind of damage does the spell do? (see below)
e) How does it affect game mechanics?
f) Does the new spell increase or decrease savings throws?
g) What is the spell's duration, range, area of effect?
3) Determine the new spell's level:
a) for every d6 of damage the spell does, the spell is that
level within 2 levels (i.e. a spell that does 5d6 is between 3rd
and 5th level.)
Level of Damage Done
Spell By Spell
1 2-5 1d4+1
2 2-8 2d4
3 3-18 3d6
4 8-20 4d4+5
5 10-25 5d4+5
6 6-36 6d6
7 10-60 10d6
8-9 10-80 10d8
b) an improvement of an existing spell should be at least 2
levels above the original spell.
c) if it comes from a different group (clerical v. magical),
the spell should be of a higher level than the original spell.
4) Cost to research
a) d10*10 gp per spell level per week.
b) Half of this money buys books and scrolls, building up the
mage's library.
c) For each additional 1000 gp spent in research costs, there
is a bonus of +5% to the chance of successfully researching this
spell. This has a ceiling of +40%.
5) Libraries -
Level of Spell Level of Spell
gp Value Possible to gp Value Possible to
of Library Research of Library Research
2,000 1 32,000 6
4,000 2 44,000 7
8,000 3 58,000 8
14,000 4 74,000 9
22,000 5
a) One book is worth 100-1000 gp.
b) Researching a spell whose level is lower than the maximum
level of the library gives a +5% bonus per level difference. This
has a ceiling of +20%.
6) Laboratories
a) A laboratory costs 1,000-10,000 gp.
b) For every 500 gp value of laboratories, the chance to
successfully research a spell increases 1%. This has a ceiling of
20%.
7) Renting another wizard's laboratory or library
The practice of a mage joining a mages' guild or renting from
another mage to research spells is not often practiced. However,
the following are some guidelines for this.
Another mage's library has the facilities to research spells
its owner can cast. That is, the library of a 5th level mage can
develop third level spells. However, roughly 35% of the time the
library will be 1-2 levels lower than this base level. If a
researching mage uses the library of another mage, that mage will
always want a copy of the new spell or a magic item if the spell
research fails. Often the mage will charge 5 gp per day for every
level his library can research plus a deposit of half the value of
the library (against damages to the library, returnable if the
library is still intact.) Thus a library that can research 4th
level spells would cost the renting mage 40 gp plus a deposit of
7,000 gp. Note these costs are in addition to the research costs
of the spell. Often the mage who owns the library will wave the
rent on the library for the materials the researching mage uncover
(half the value of the research is investing in scrolls and books,
thus the rent would be waved in return for ownership of these
materials (increasing the value of the owning mage's library.)
A laboratory is another thing a researching mage may want to
use. The cost for this is a deposit of 2,500 gp plus damages and
10 gp per day for materials. The value of a laboratory is highly
variable with mages, but a good rule of thumb is 1,000 gp per level
of the mage who owns the lab.
If a mage uses a mages' guild facilities, the costs are nearly
the same. The level of spells able to be researched in the library
and the value of the laboratories is dependant on the size of the
city or the power of the mages in the guild. Another rule of thump
is 1 level of spell research per 10 mages in the guild and 1,000 gp
of laboratory per 25 mages in the guild. Larger cities or high
level mages in the guild may modifies these figures upward.
For comparison, Waterdeep, in the Forgotten Realms, has a
mages' guild, the Watchful Order of Magists and Protectors. The
guild's libraries is worth close to 100,000 gp. There are always
several (2-5) fire-fighting mages/librarians armed with wands of
fire extinguishing stationed around the library. These mages are
of level 5-9. The libraries are Alteration, Evocation, Abjuration,
Conjuration, Illusion, and Necromancy. Cost for using the
libraries is 60 gp per day of use.
The laboratories in the guild are also well stocked. The
equipment the mage wants to use is dependant upon the amount of
money he wished to put on deposit. Cost for a laboratory is 1
gp/day for every 500 gp of equipment checked out to the researching
mage. There are 5 laboratories located in the
bedrock beneath the guild (the entrances are gates) and 2 on the
roof above. The user of the laboratory is responsible for any
damages done to the guild of their laboratories. 1d6 of these
laboratories are always in use.
If a mage wants to copy a spell from the libraries of the
mages guild, they must offer a new spell not in the library of the
guild or donate some items of value to the guild. Acceptable items
are potions (one for every level of the wanted spell), minor magic
items (a magic item of 200 xp value is allowed for a first level
spell, 400 xp for a second level spell, etc.), and scrolls (the
number of spell levels on the scroll gives you access to that level
or less spell.
For example, a scroll of fireball (3rd) and Melf's acid arrow
(2nd) (a total of 5 spell levels) would allow a mage to copy magic
missile, knock, and invisibility (1+2+2 = 5) but not stoneskin and
invisibility (4+2 > 5) (assuming, of course, that fireball and
Melf's acid arrow are not in the books of the mage from whom the
spells are being copied). Major magic items should be decided on
an individual basis and which mage they talk to. This will often
be a function of the mage's spell book and whether or not the NPC
wants the magic item. This should be a role-playing exercise.
8) Initial preparation time to research a new spell = new spell's
level + 1 weeks.
9) Minimum time spent researching a new spell = new spell's level
* 2 weeks where 10-12 hours per day is spent in research.
10) % chance to successfully researching a spell = 10% + mage's
intelligence + mage's level - (new spell's level * 2)
a) specialists get a +15% bonus to spells of their school,
-15% to spells not of their schools, and can not research spells
opposed to their school
b) multi-class mages have a (15 - level in mage) penalty to a
successful research roll. These is due the other pursuits their
second class imposes on them. Bards have a straight -15% penalty
imposed on them, due to they being dabblers rather that magic-
users.
10) Apprentices and Assistants
a) a mage may have up to 2 assistants or apprentices. When a
mage has an apprentice, the level of the apprentice is subtracted
from both the preparation time and the research time. The time
necessary for preparation or research is never less than one.
New Proficiencies
Spell Design - I - 2 slots
A mage with spell design can use this proficiency to attempt
to shorten or improve the spell they are researching. When a mage
attempts to use spell design, he is using intuition, luck, and
experience to find a short-cut in developing a spell. Thus the
proficiency can be used for any or all of the task below. A spell
design check is made against the mage's skill - the level of the
researched spell.
1) Reduce the preparation time for researching a spell. If
the mage makes his spell design roll in this case, he shortens the
amount of time he needs to prepare by 1d4 weeks. If he fails his
roll, the preparation time is increased by 1d6 weeks (he made an
invalid assumption and needs to find his mistake and correct it.)
Note that the preparation time always takes at least one week.
2) Reduce the amount of time needed to research the spell. If
the mage makes his spell design roll in this case, he shortens the
amount of time he needs to research the spell by 1d6 weeks. If he
fails his roll, the research time is increased by 2d4 weeks (he
made an invalid assumption and needs to find his mistake and
correct it.) Note that the research time always takes at least one
week.
3) Increase the chance of successfully researching a spell.
If a mage succeeds in his proficiency check, the chance of
successfully researching a spell is increased by 15%. If he fails,
the penalty is 25%. Note this roll can only happen once. Once a
mage succeeds/fails to bonus/penalty is always applied to
researching that spell.
4) Reduce the casting time of any new spell. If a mage
succeeds in his spell design proficiency check, the casting time is
reduced by 1d3 segments. If he fails, the casting time is
increased by 1d6 segments.
===============================================================
Priestly and Clerical Spell Research
A mage works the Art (i.e. magic) by memorizing runes,
practicing somantic gestures and gathering material components.
When the mage wants to unleash the magic, he uses the components as
a catalyst to release the energy needed for the desired effect.
The mage then uses gestures and arcane words to shape the energy
into reality. Years of experience have been documented in
libraries to assist in polishing and optimizing the perfect
combination of sounds, gestures, and material components to achieve
the desired results.
Clerical magic, while producing similar results, derives from
a completely different source. The cleric prays to his god and it
is from his god that the power for spells originates. Unlike the
mage who is blending that perfect combination of factors, the
cleric is beseeching his god to grant the priest the power
necessary to produce the desired effect. Gods differ in nature,
power, and capability. Therefore, spells readily granted by one
god may be granted only under special circumstances by another. It
is the premise that constitutes the basic for priestly spell
"research" (since ultimately, the bottom line is can the priest
convince his god to grant him the power to produce the new effect).
The priest prays daily for his normal spells. As the cleric
advances in level (i.e. become closer to his god), more and greater
spells become available to him. The Tome of Magic lists special
quest spells that can be granted under special circumstances. A
new spell/power may be sought by the cleric provided he can,
essentially, convince his god that the new spell furthers the
causes of the god. The following guidelines work with these
assumption and should be used whenever a priest would like to
"research" a new spell.
1) The player describes the spell as clearly as possible to the GM
(preferably writing down the details).
2) The GM reviews the spell. Talks with the player about it. The
two reach a compromise over any points the Dungeon Master wants to
clarify or change.
a) How many subjects are affected?
b) What kind of subjects are affected?
c) Is there a saving throw?
d) What kind of damage does the spell do? (see below)
e) How does it affect game mechanics?
f) Does the new spell increase or decrease savings throws?
g) What is the spell's duration, range, area of effect?
3) The GM then determines the level of the spell taking into
account game balance, nature of the campaign, and whatever else the
GM determines is appropriate. The GM also determines what sphere
or spheres the spell falls into.
4) The priest then undergoes a ritual of at least one day. Exactly
what the ritual is depends on the god being worshipped, the level
of the cleric, and the surroundings of the cleric. Usually, the
ritual consists of prayer, fasting, and sacrifice to his god.
During this time, no other spells may be prayed for or requested.
The ritual lasts until the priest ends it of the god hears the
prayers of his worshipper.
Regardless of the activity of the ritual, the rites the priest
must undergo are grueling and difficult. So much so that after the
second day, the priest must begin to make a wisdom roll (modified
down by the level of the spell). Thus if Karna, a priest with a
wisdom of 15 is attempting to research a 2nd level spell, he must
make a roll of 13 (15-2) or less on a d20.
Any failed wisdom roll shows that the priest that further
devotion must be applied before the god will grant his servant the
power to perform the new miracle. The cleric may attempt to
research this spell once a new level is gained. Note, however,
that if the priest has the non-weapon proficiency endurance, he may
make an endurance check. If the endurance check succeeds, the
priest may disregard the failed wisdom check and make another
wisdom check. If this second check fails, the priest can not
continue.
5) While undergoing the rites of spell "research," a priests
continually makes sacrifices to his god. The cost of these
sacrifices will be equal to the spell level times 1d6 times 100 gp
per day. Thus, the 2nd level spell mentioned above would cost, per
day, 2*1d6*100 gp (200-1200gp).
6) The chance of the priest being answered by his god is also
calculated daily, starting on the second day of the rituals. This
is a base chance of 30%. It is modified by the following factors:
a) Is the sphere permitted to the priest?
Yes - no modification.
No - -15%.
b) Is the spell of a sphere that the priest has major access to?
Yes - +10%.
No - +5%.
c) +5%/-10% for the difference in spell level the priest is capable
of casting and the level of the new spell.
For example, an 5th level priest can cast 3rd level
spells. He is researching a 2nd level spell. This priest
would have a modifier of +5% ((3-2)*5). If the same priest
was researching a 6th level spell, the modifier would be -30%
((3-6)*10).
d) Is the priest in good standing with his god?
This is a sliding scale ranging from +20% to -20% and is
adjudicated by the GM.
e) What status does the god being petitioned have?
If the god is a greater god, there is a +10% bonus, a
intermediate god +5%, a lesser god +0%, a demigod -5%, and a
dead or impotent god -15%.
7) A priest might seek assistance from other priest of his
religion, but they must be of his religion and worship the same
god. The value of the assistance is calculated by the same formula
(but without modifiers in 6a, 6b, or 6e) given above, and then
divided by 10. This number is added to the base chance of the god
granting the priest's prayers.
For example, Karna, a 5th level priest of Agni (Agni is a
lesser fire god and Karna can cast 3rd level spells) is attempting
to research a 2nd level spell belonging to the elemental fire
sphere. The base chance for Karna to be heard by his god is 30% +
10% (Karna has major access to elemental fire spells) + (3-2)*5 +
0% (lesser god) = 45%. The GM decides that Karna, while not being
in great standing, is liked and smiled upon by Agni, thus he gets
a 10% bonus. Final base chance is 55%.
If Illona, a 12th priestess of Agni was helping Karna, Karna
percentage would be raised by 5% (30 + (6-2)*5 divided by 10).
Karna begins his rituals and rolls a d6. He rolls a 4 so the
first day he spends 800 gp (2*4*100). He does not have to make a
wisdom check so the ritual precedes. On the second day, Karna
rolls a 2 on a d6 so he spends 400 gp (2*2*100). The GM rolls
percentile dice to see if Agni responds. The GM rolls a 78, so
Agni does not answer. This is only the second day so Agni need not
make a wisdom check. On the third day, Karna rolls a 1 on a d6 and
makes his wisdom check. Karna pays 200 gp (2*1*100) and the Gm
rolls for Agni, rolling a 49. Agni responds and Karna receives a
new prayer.
Upon rolling a successful percentile dice for contact with his
god, the cleric may then be granted the new spell. However, a
spell may not automatically be granted. In the case of a high
level priest asking for a first level spell this might occur.
However, it is more likely for the god to give the priest a minor
quest to complete. Upon completion of the quest, the spell then
becomes a part of the prayer book of that priest. Now the priest
may pray for and call upon his god to grant the power to throw the
new spell.
Once part of a priest's prayer book, the spell can be prayed
for routinely unless otherwise noted.
Bobby Nichols
The Cat.Dragon
---------------------------------------------------------------
catdrag@vnet.net RTP, B062/H216
robert_nichols@vnet.ibm.com 919-254-2905 (T/L 444)
rnichols@cary
rnichols@carvm3
---------------------------------------------------------------
He who will not reason, is a bigot; he who cannot, is a fool;
and he who dares not, is a slave.
-- Byron