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Spell Research Downtime Rules
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<blockquote data-quote="FormerlyHemlock" data-source="post: 7142166" data-attributes="member: 6787650"><p>I don't know what kind of feedback you're looking for, but... these rules make spell research much cheaper and easier than what I use. E.g. instead of a library costing (2000 gp * (level + 1)), for me it is (level^2)*1000 gp. Instead of a single DC (10 + N) check to research an Nth level spell, I make it N consecutive successful Int (Arcana) checks of DC (10 + N, +/- 4 per level of spell optimization), each check requiring 1 week and N * 100 gp. That makes it relatively simple for players to research new low-level spells, but researching a new 9th level spell would be a big deal and probably couldn't be done with any optimization: you'll never get a 7th or 8th level spell with the power of a 9th level spell, although you could get a 9th level spell that was really only worthy of a 6th or 7th level slot. (Time Stop qualifies as one such.)</p><p></p><p>Fireball is an example of an optimized 3rd level spell. If a player tried to re-research Fireball, or a variant thereon such as Acidball, I'd tell them it was right between 4th and 5th level in power, and if they want the end result to be 3rd level, it's at 1.5 levels of optimization (so +6 to DC). Total of 4 DC 20 checks needed, 400 gp each, to research Acidball as a 3rd level spell.</p><p></p><p>Another example: if you want an improved Magic Jar, it would be +2 levels for letting you possess creatures other than a humanoid, and +2 levels for not having to make Charisma checks to avoid death if the host body dies. If you want both, that would be +4 total levels (6+4 = 10th level, impossible), but I'll throw in a -1 level discount if your perceptions are messed up while you're in the jar (can't see your surroundings, can only sense number and rough strength of positive and negative energy life forces within 100'--you'll have to choose your victim randomly from those with equivalently-strong life forces). Net effect: if you want a spell equivalent to AD&D's 5th level Magic Jar spell, you can have it as a 9th level spell.</p><p></p><p></p><p></p><p>I'd let them swap. Can only know X spells at a time; kind of like how, as a kid, I could only know two or three piano pieces at a time. Every time I learned a new one, I forgot one of the old ones, LOL. Today I don't know any at all. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p>A really hardcore DM could suspend the rule about automatically learning spells on level-up, and instead require all spells to be either researched or learned from a teacher or written source, both for wizards and "known spell" casters. (Maybe even for clerics and druids--though you could say that the PHB spell list is hardcoded into the religious catechism of a given clerical sect, and that's why all clerics know "all" the cleric spells already.) I probably wouldn't really do that though except for wizards, because wizards are actually good at Int (Arcana) and spell research.</p></blockquote><p></p>
[QUOTE="FormerlyHemlock, post: 7142166, member: 6787650"] I don't know what kind of feedback you're looking for, but... these rules make spell research much cheaper and easier than what I use. E.g. instead of a library costing (2000 gp * (level + 1)), for me it is (level^2)*1000 gp. Instead of a single DC (10 + N) check to research an Nth level spell, I make it N consecutive successful Int (Arcana) checks of DC (10 + N, +/- 4 per level of spell optimization), each check requiring 1 week and N * 100 gp. That makes it relatively simple for players to research new low-level spells, but researching a new 9th level spell would be a big deal and probably couldn't be done with any optimization: you'll never get a 7th or 8th level spell with the power of a 9th level spell, although you could get a 9th level spell that was really only worthy of a 6th or 7th level slot. (Time Stop qualifies as one such.) Fireball is an example of an optimized 3rd level spell. If a player tried to re-research Fireball, or a variant thereon such as Acidball, I'd tell them it was right between 4th and 5th level in power, and if they want the end result to be 3rd level, it's at 1.5 levels of optimization (so +6 to DC). Total of 4 DC 20 checks needed, 400 gp each, to research Acidball as a 3rd level spell. Another example: if you want an improved Magic Jar, it would be +2 levels for letting you possess creatures other than a humanoid, and +2 levels for not having to make Charisma checks to avoid death if the host body dies. If you want both, that would be +4 total levels (6+4 = 10th level, impossible), but I'll throw in a -1 level discount if your perceptions are messed up while you're in the jar (can't see your surroundings, can only sense number and rough strength of positive and negative energy life forces within 100'--you'll have to choose your victim randomly from those with equivalently-strong life forces). Net effect: if you want a spell equivalent to AD&D's 5th level Magic Jar spell, you can have it as a 9th level spell. I'd let them swap. Can only know X spells at a time; kind of like how, as a kid, I could only know two or three piano pieces at a time. Every time I learned a new one, I forgot one of the old ones, LOL. Today I don't know any at all. :) A really hardcore DM could suspend the rule about automatically learning spells on level-up, and instead require all spells to be either researched or learned from a teacher or written source, both for wizards and "known spell" casters. (Maybe even for clerics and druids--though you could say that the PHB spell list is hardcoded into the religious catechism of a given clerical sect, and that's why all clerics know "all" the cleric spells already.) I probably wouldn't really do that though except for wizards, because wizards are actually good at Int (Arcana) and spell research. [/QUOTE]
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