Arcane Spell Research Rules needed [Archive] - Wizards Community

Post/Author/DateTimePost
Lednera

05-09-07, 01:17 PM
Hi guys I am looking for rules for Arcane research. My GM has told me that I can get any spell from any other spell list if I research it. In a mechanical sense it is the equivalent to a divine, warlock, or wu jen spell but customized for my own use with my arcane casting class. I found this spell floating on the internet and thought it sounded interesting so I want to research it to add it to my spellbook. If any of you feel it is overpowered or needs clerification please suggest alternatives on how to fix the spell so it is a bit more balanced.


Trasmutation
Level: 9
Components: V, S
Casting Time: 1 hour
Range: Touch
Duration: Instantaneous
Target: One Rock
Saving Throw: No
Spell Resistance: No

One of the finest dwarven spells, Mine Seed
allows a powerful spellcaster to open new mines for
the future by planting a special mine seed. While this
has no immediate effects, the Mine Seed will slowly
grow and develop, until, in a few centuries, a fine
new mine with rich veins of excellent ores,
gemstones, and nicely arched caverns will finally
mature. Although most other races don’t know it, this
spell has kept humans and elves in comfort for quite a
while – on many worlds, the natural and easily
available stocks of metals were exhausted millennia
ago, or would have been if the dwarves didn’t keep
planting more mines.

Classically gems and precious metals generally
didn’t simply disappear in massive quantities.
Spellcasters, however, quite routinely use up large
amounts of precious metals and gems as components,
disintegrate things, and spend vast amounts of money
on item creation. While what happens to that money
is never clearly specified, there’s no option for saving
it by gathering your own ingredients, no mention of
evil spellcasters extorting assistance instead of
paying for it, or of it entering the local economy.
Evidently it just vanishes - and at 50 GP to the
pound, a high level character’s equipment may
account for the disappearance of tons of gold or a
hundred tons of copper and silver. It all must come
from somewhere.
tarkin

05-09-07, 02:27 PM
It is low on stats (values, etc.)

I personally would allow it with the following change:

Focus: Must be cast in a location of an old, abandoned mine. The new mine, while it may have different materials, will always have exactly the same amount of value.

P.S. In a world where they have access to the deep underground/underdark, I can not ever see the races really running out of mines.

P.P.S. Your DM is being INCREDIBALLY foolish/generous. If you want to take full advantage of him, fill all your 6th level spells from the bard list (hint look at Otto's Irresitable Dance). Fill your higher level spells with metamagiced versions of Bard spells.
Vanigo

05-09-07, 06:34 PM
Why would you want this spell, anyway? It seems pretty useless for an adventurer...
Seeker95

05-09-07, 07:16 PM
Researching new spells is semi-detailed on page 198 of the DMG.
Lednera

05-10-07, 12:34 PM
this can come in handy in our epic game, we plan to shift from standard dungeon delving and slowly move more into the empire type game that is some what detailed on the AEG Book: Empires or something like that. Also As a spell caster I plan to use the book Encyclopedia Arcana: Sovereign Magic by Mongoose Publishing to establish my "fortress" sovereign magic gives you the epic feel of Lord of the Rings, being able to cast spells at great distances and so on, you guys should check this two books out they are very good for epic type game play.