| Post/Author/DateTime | Post |
|---|---|
| Munz09-19-05, 10:09 AM | I'm currently running the Shackled City Adventure Path in Eberron's Q'barra Jungles. I currently have a player Druid who wishes to research new Druid spells. Outside of having an NPC druid conveniently find him with, ironically, the EXACT same spells the player wants to research, how is it I can have the player research for new spells when I do not have a druid grove around? I've considered having the player make the Spellcraft check and spend the money to learn the spell as his own personal spell, and if I do that, allow the player to put his own title to the spell (but still using the exact spell from whatever book he gets it from). Is this the way to go here? |
| VirgilCaine09-19-05, 11:08 AM | Use the rules for researching divine spells in the PHB. |
| Munz09-22-05, 10:23 AM | Generally, as a rule I tend to think that with learning any new spell, some amount of research went into procurring the ability to learn the spell. Where my druid player is concerned, not a whole lot of research is available for druid spells. Let alone new spells not in the PHB. One thought I had was to treat the Spellcraft skill as any other Craft skill when it comes to learning spells, only treat it as the rules outline for daily attempts. That way the money is broken down to more manageable attempts, and if he fails one attempt, I believe it says something in there about a player not being able to attempt again for the rest of the week (as opposed to a player getting one roll and if he fails, cannot attempt another check for that same spell until another rank is point into the Spellcraft skill). It has it's pros and cons. Without the material for research, I see it as a kinda 'practice-makes-perfect' routine. Oh yeah, and did I mention the shifter druid PC cannot read? My question is this; does this seem like a good alternative to learning new spells? Or does anybody have anything else that might work instead? |
| Leewei09-22-05, 11:11 AM | The DMG has a good write-up of this. In a nutshell, the PC needs a library (druids would likely be able to use places of great natural power and beauty instead). It costs 1000gp per spell level and has a Spellcraft DC of 10+ level. The research time is either 1 week or 1 day per level (can't remember which). At the end of the time, with a successful roll, the caster either has the spell or knows it is not viable. I like the idea of spell research a lot. It adds permanent flexibility to a character for a simple cash expenditure. No experience cost is needed, nor does a caster need to spend a feat to do this. It also allows you to add a lot of campaign flavor since the DM typically has some sort of metaphysical workings in mind for a game which can be fleshed-out using spell research. It also allows a PC to bring in non-core magic by researching it. |
| Munz09-22-05, 11:16 AM | But what do you do when the player has little money to research the spells he wants? That is what I'm trying to address here. Also, the character cannot read. |
| clarkvalentine09-22-05, 12:02 PM | Druid spells in the jungle? Secrets whispered on the wind in the trees. Talkative dryads or forest spirits. Forgotten rituals carved into standing stones by the ancients. |
| Leewei09-22-05, 12:08 PM | This goes off into the realm of houseruling. I'd suggest some of the following: -Normally, druids can read and write; the only illiterate class in the core books is barbarian. If you have your own rules regarding literacy, I'd suggest allowing the character to read and write Druidic, but only for the purpose of using magic (i.e. no notes to other druids). -Require the character to work with skills relevant to the spell he is trying to research. Survival and Handle Animal skills, for example, would allow a druid to find and work with animals needed in order to develop a new spell that affects animals. Survival and Knowledge(Nature) could allow the same for plants. Have the PC accumulate successes as with Craft skills. -Peacefully contacting a powerful elemental could allow the druid to learn elemental magics; Unicorns could help with Conjuration[Healing]; Faeries could allow Enchantments, and so on. The druid would be required to offer some service in return. A series of tasks such as hunting a series of beasts with standard treasure adding up to the research cost seems reasonable. Removing a blight from the land or convincing nearby herders to leave an area alone would also be examples of this. |