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| #1MacEochaidFeb 16, 2015 21:26:56 | One of the legacy ides from earlier editions I want to bring into my campaign is letting the Wizard research spells during their downtime. Any ideas about mechanics, and limitations to make sure this isn't abused? There aren't "max spells learned" for wizards anymore are there? I would like to think about even replacing the automatic spells per level with the downtime mechanic but I don't want it to be a total burden. |
| #2cowleymenFeb 17, 2015 0:10:51 | If you mean custom spells? then you just need to let your players know to model around spells that already exist. The DMG has guidelines for spell creation. The explanation of automatic spells when you level in the PHB is that a wizard is always expermenting and those spells he learns are his result of playing with the Arcane formula's he already knows. If you want them to have a bit more realistic style of leveling, perhaps require down time spent (no more then a week) to start using some class benefits. Make sure other physical classes have something similar as well though, not just magical. |
| #3OrietFeb 17, 2015 5:59:27 | I do like the idea of wizards spending time researching spells to expand their spellbooks. Trying to find a spell to copy would likely require them to travel to a wizard or library that has the spell, and to then either pay money or a service to be allowed to copy it, unless they are part of a guild, school, or other organisation of wizards that expects the free sharing of discovered spells between members (though belonging to such likely requires dues or membership fees, as well as mandating occasional missions and sharing of all found spells).
If they try to discover how to cast a spell on their own, it will require some sort of library, lab, and practice area (not all in the same room; you don't keep your valuable tools or books where you try out fireball or disintegrate, after all). Then they will need various components (likely via generic monetary costs if in town or city), paper/parchment/book to keep research notes in (could be included in the generic monetary cost), and uninterrupted time for the research.
Copying a spell into your spellbook takes 2 hours and 50 gp per level of the spell, working off of a completed version. Rewriting a spell you already know only takes 1 hour and 10 gp per level of the spell. (Figures for such taken from PHB page 114.) Going off of this I'd say it should take at least 1 day and 100 gp per level of the spell for the research of a new spell (or researching out how to cast a listed spell without access to a book, scroll, or other resource). I could easily see expanding the amount of time it takes to research completely new spells, but increasing the cost should be much slower unless it requires an expensive component (though in such a case they might need to adventure to acquire said component instead of just buying it somewhere).
For flavor I'd say that the research also produces (1d6+4) * spell level number of pages of notes outside of the finalised spell written in their spellbook. You could also include similar research notes in other wizard laboratories. Using such notes to learn a spell would be easier than from the finalised version from a spellbook/scroll (as it includes in depth notes), so would likely take 2 hours (as they have to read all of it) and 20-25 gp to copy into their spellbook Oh, and research costs and time taken should be halved for their speciality school like it is for copying a spell into their spellbook.
If they try to research a cantrip when they don't have an open slot for a new cantrip, I'd say it counts as a first level spell until they can learn it as a known cantrip, but only takes half the amount of time and money to research, copy, or make scrolls from. This would allow for limited use of additional cantrips (at definite cost) in normal play, and provide a mechanic for learning them when characters don't automatically get class abilities until they train (assuming you don't just assume such is done with the time and cost values in the Training to Gain Levels option on DMG page 131).
[Edited to correct text formatting.] |
| #4Goon-for-HireFeb 17, 2015 11:42:08 | For creating private research spells, I would treat it just like crafting a magic item. use the level of the spell to determine it's cost and time needed:
So if one of your players want to update airy water, traditionally a 4th or 5th level spell (depending on the edition), they will have to be willing to spend the better part of a year at it.
If you are dealing with a spontaneous arcane caster, you have two choices, let their new spell replace one they already know at the end of the research period, or just add it to their list. I actally favour the latter - after all, with all of that gold they could have a cool new magic item; instead they chose to enrich my campaign world with a new spell.
I might also consider only allowing research of higher-level spells in large towns and cities where more research materials might be available.
For researching and modifying existing spells, take it down a notch: 1st through 5th level spells are uncommon, 6th through 8th rare. |
| #5Goon-for-HireFeb 17, 2015 11:44:13 | When it comes to researching spells, just like in previous editions it might be easier to find a friendly magician wo already knows the spell and pay them to copy it (or rob them of their spellbooks, for wizards). In that case you might want to handle it as an encouter where they roll an Intelligence (Investigation) or (Arcana) check to locate a magician who knows the spell and might share it, and then require them to interact with the NPC to persuade them to part with the knowledge, |