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<blockquote data-quote="Raven Crowking" data-source="post: 5065929" data-attributes="member: 18280"><p><strong>Appendix II: Spell Research & Magic Item Creation</strong></p><p></p><p>Characters can research new (or existing) spells, rituals, and incantations (including those needed to create magic items). In addition, these rules may be used to create new items of equipment, or even to research background information. </p><p></p><p>The steps to research are as follows:</p><p></p><p style="margin-left: 20px">1. The player describes in detail what she wants to create, and the effects it has. In the case of a spell, ritual, or incantation, this means a write-up similar to those found in the RCFG Player’s Guide.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">2. The Game Master must decide:</p> <p style="margin-left: 20px"></p><p style="margin-left: 20px">a. How difficult the research is, and</p> <p style="margin-left: 20px">b. How dangerous the research is.</p></p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">3. The Game Master tells the player what equipment is necessary to perform the research. This might include laboratory equipment, access to a particular book or library, monster parts, or whatever. Spell research usually requires a base 100 gp per spell level in materials, and magic item research usually requires from 50 to 500 gp (or even more), depending upon the power of the item. This cost must be spent for each Research Period (see below).</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">4. The Game Master must decide what skill(s) are relevant, generally with player input. Spellcraft, Knowledge skills, Craft, and Profession might all be relevant to research.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">5. The character conducts research. Research is broken down into “Research Periods”, whose length depends upon how difficult the research is. At the end of each period, the character gains a skill check. The DC of the check is also dependent upon the difficulty of the research, as are the number of successes that the character must achieve in order to complete the research successfully.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Within any given research period, time spent away from research must be made up for at double the normal time. Thus, if the researcher goes away for 1 week during difficult research, she must spend at least two additional weeks in research to make up for the lost time.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Failure by 5 or more is a Damaging Failure. This failure causes some damage to the project, generally causing a loss equal to 100% of the equipment cost, which must be repaid in order to continue research. The Game Master can specify other forms of Damaging Failure, at his discretion.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">A Damaging Failure counts as two failures.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">A Catastrophic Failure occurs if the skill check fails by 10 or more. In the event of a Catastrophic Failure, the researcher gains a Reasoning Save to reduce the failure to a mere Damaging Failure (the DC is variable based on the level of hazard; see below). The Game Master will determine the effects of a Catastrophic Failure based upon the parameters of the research, but it will not be pleasant, and all research must begin anew.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">For example, Catastrophic Failure while experimenting with a canon large enough to fire a projectile to the moon might have explosive results, while research into a demon-summoning spell might summon the demon in question without constraining its behaviour in any way.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">If the check succeeds by 10 or more, on the other hand, it is a Critical Success and counts as two successes.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">6. Based upon the difficulty of the research, a number of successes must be reached in order for the research to be successful. Based on the hazardousness of the research, a number of failures must occur before the next failure is automatically a Catastrophic Failure. So long as the character continues to research, the end result will eventually be success or catastrophe.</p> <p style="margin-left: 20px"></p><p style="margin-left: 20px">Tables deleted</p> </p><p></p><p></p><p><strong><span style="font-size: 12px">Leads & Serendipity</span></strong></p><p></p><p>A “lead” is something that makes research easier. At the Game Master’s option, a lead can reduce the danger level or difficulty of research, or create some condition that automatically counts as a success. </p><p></p><p>Leads include the discovery of rare components, like expensive and hard to obtain gems, or ingredients from rare animals and monsters. Other leads might be learning of a tome or lorebook that might offer insight, discovering an easier research that can be done as a preliminary step, and so on. The purpose of leads is to offer roundabout ways toward completing research, as well as to offer the chance to complete a research step through adventuring.</p><p></p><p>Serendipity (in this context) is the discovery of a lead even though the skill check itself failed, or a discovery that can count as a lead toward another line of research. </p><p></p><p>For example, a character researching a ritual to create a <em>wand of lightning bolts</em> could instead discover a lead on creating an <em>amulet of protection from electricity</em> instead. The character can either follow this new lead, or reserve it for potential future use.</p><p></p><p>At the Game Master’s discretion, each research period can include a 1 in 6 chance of generating a lead, and/or a 1 in 10 chance of serendipity occurring.</p></blockquote><p></p>
[QUOTE="Raven Crowking, post: 5065929, member: 18280"] [b]Appendix II: Spell Research & Magic Item Creation[/b] Characters can research new (or existing) spells, rituals, and incantations (including those needed to create magic items). In addition, these rules may be used to create new items of equipment, or even to research background information. The steps to research are as follows: [indent]1. The player describes in detail what she wants to create, and the effects it has. In the case of a spell, ritual, or incantation, this means a write-up similar to those found in the RCFG Player’s Guide. 2. The Game Master must decide: [indent]a. How difficult the research is, and b. How dangerous the research is.[/indent] 3. The Game Master tells the player what equipment is necessary to perform the research. This might include laboratory equipment, access to a particular book or library, monster parts, or whatever. Spell research usually requires a base 100 gp per spell level in materials, and magic item research usually requires from 50 to 500 gp (or even more), depending upon the power of the item. This cost must be spent for each Research Period (see below). 4. The Game Master must decide what skill(s) are relevant, generally with player input. Spellcraft, Knowledge skills, Craft, and Profession might all be relevant to research. 5. The character conducts research. Research is broken down into “Research Periods”, whose length depends upon how difficult the research is. At the end of each period, the character gains a skill check. The DC of the check is also dependent upon the difficulty of the research, as are the number of successes that the character must achieve in order to complete the research successfully. Within any given research period, time spent away from research must be made up for at double the normal time. Thus, if the researcher goes away for 1 week during difficult research, she must spend at least two additional weeks in research to make up for the lost time. Failure by 5 or more is a Damaging Failure. This failure causes some damage to the project, generally causing a loss equal to 100% of the equipment cost, which must be repaid in order to continue research. The Game Master can specify other forms of Damaging Failure, at his discretion. A Damaging Failure counts as two failures. A Catastrophic Failure occurs if the skill check fails by 10 or more. In the event of a Catastrophic Failure, the researcher gains a Reasoning Save to reduce the failure to a mere Damaging Failure (the DC is variable based on the level of hazard; see below). The Game Master will determine the effects of a Catastrophic Failure based upon the parameters of the research, but it will not be pleasant, and all research must begin anew. For example, Catastrophic Failure while experimenting with a canon large enough to fire a projectile to the moon might have explosive results, while research into a demon-summoning spell might summon the demon in question without constraining its behaviour in any way. If the check succeeds by 10 or more, on the other hand, it is a Critical Success and counts as two successes. 6. Based upon the difficulty of the research, a number of successes must be reached in order for the research to be successful. Based on the hazardousness of the research, a number of failures must occur before the next failure is automatically a Catastrophic Failure. So long as the character continues to research, the end result will eventually be success or catastrophe. [indent]Tables deleted[/indent][/indent] [B][SIZE="3"]Leads & Serendipity[/SIZE][/B] A “lead” is something that makes research easier. At the Game Master’s option, a lead can reduce the danger level or difficulty of research, or create some condition that automatically counts as a success. Leads include the discovery of rare components, like expensive and hard to obtain gems, or ingredients from rare animals and monsters. Other leads might be learning of a tome or lorebook that might offer insight, discovering an easier research that can be done as a preliminary step, and so on. The purpose of leads is to offer roundabout ways toward completing research, as well as to offer the chance to complete a research step through adventuring. Serendipity (in this context) is the discovery of a lead even though the skill check itself failed, or a discovery that can count as a lead toward another line of research. For example, a character researching a ritual to create a [I]wand of lightning bolts[/I] could instead discover a lead on creating an [I]amulet of protection from electricity[/I] instead. The character can either follow this new lead, or reserve it for potential future use. At the Game Master’s discretion, each research period can include a 1 in 6 chance of generating a lead, and/or a 1 in 10 chance of serendipity occurring. [/QUOTE]
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