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Creating magic items in 5e
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<blockquote data-quote="Ilbranteloth" data-source="post: 7187876" data-attributes="member: 6778044"><p>I know. Well, sort of. I'll need to look up the 5e version again...2 hours per level of the spell. Not enough time to make it matter for me.</p><p></p><p>My approach goes back some 30ish years now in my campaigns, although it has been modified over time. One of the keys is that I wanted a way for wizards to cast spells they hadn't fully learned yet. The idea that they could attempt something, but not be assured of the results, just holds a lot of appeal to me.</p><p></p><p>So when you first start to learn the spell in my approach, it has a modified spell level of 2d4 above normal from a scroll or traveling spellbook, or 1d4 if from a primary set of spellbooks. Researching a spell without a copy to learn from is 3d4. After 8 non-consecutive hours of studying, you make an Arcana check (DC 20 + modified spell level), and have advantage on the check if you have access to your library/laboratory. 3 successes reduces the effect level by 1, 3 failures increases it by one. Some spells may just be out of your reach for now (instead of the old % chance to learn spell). </p><p></p><p>You can still cast the spell, although at the modified level. It works as if cast at the primary level (a 3rd level magic missile is still cast with the 1st level effects). You have to roll on a wild magic surge table, with a -2 penalty per modified spell level. Lower rolls on this table are more likely to fail with some detrimental effect.</p><p></p><p>Note that in my campaign, a party typically stops to make camp around dinner time, and it means that the wizard will probably have 2 to 4 hours each day to devote to studying and still get 8 hours of rest. </p><p></p><p>It costs whatever you spent for your blank spellbooks and ink, plus potentially material components. </p><p></p><p>It sounds really slow (and it is) but the intention is that most of the time they are learning new spells is during their downtime, and the characters have a lot of that since they have multiple characters and are playing one at any given time. In most campaigns, the in-game time is very, very fast. Our characters have adventuring careers that span years and even decades of in-game time. Some systems, like the 5e <em>Adventures in Middle Earth</em> have different approaches for time management. In that system, there is usually about one adventure during the year, and no adventuring during the winter. So after your adventure, it is assumed that you move into next spring before you start the next. While that does sort of happen in our campaigns (since travel is very difficult in winter in the north), it's a bit to restrictive and contrived for my liking. Instead, time passes based on what the characters are doing in their downtime.</p></blockquote><p></p>
[QUOTE="Ilbranteloth, post: 7187876, member: 6778044"] I know. Well, sort of. I'll need to look up the 5e version again...2 hours per level of the spell. Not enough time to make it matter for me. My approach goes back some 30ish years now in my campaigns, although it has been modified over time. One of the keys is that I wanted a way for wizards to cast spells they hadn't fully learned yet. The idea that they could attempt something, but not be assured of the results, just holds a lot of appeal to me. So when you first start to learn the spell in my approach, it has a modified spell level of 2d4 above normal from a scroll or traveling spellbook, or 1d4 if from a primary set of spellbooks. Researching a spell without a copy to learn from is 3d4. After 8 non-consecutive hours of studying, you make an Arcana check (DC 20 + modified spell level), and have advantage on the check if you have access to your library/laboratory. 3 successes reduces the effect level by 1, 3 failures increases it by one. Some spells may just be out of your reach for now (instead of the old % chance to learn spell). You can still cast the spell, although at the modified level. It works as if cast at the primary level (a 3rd level magic missile is still cast with the 1st level effects). You have to roll on a wild magic surge table, with a -2 penalty per modified spell level. Lower rolls on this table are more likely to fail with some detrimental effect. Note that in my campaign, a party typically stops to make camp around dinner time, and it means that the wizard will probably have 2 to 4 hours each day to devote to studying and still get 8 hours of rest. It costs whatever you spent for your blank spellbooks and ink, plus potentially material components. It sounds really slow (and it is) but the intention is that most of the time they are learning new spells is during their downtime, and the characters have a lot of that since they have multiple characters and are playing one at any given time. In most campaigns, the in-game time is very, very fast. Our characters have adventuring careers that span years and even decades of in-game time. Some systems, like the 5e [I]Adventures in Middle Earth[/I] have different approaches for time management. In that system, there is usually about one adventure during the year, and no adventuring during the winter. So after your adventure, it is assumed that you move into next spring before you start the next. While that does sort of happen in our campaigns (since travel is very difficult in winter in the north), it's a bit to restrictive and contrived for my liking. Instead, time passes based on what the characters are doing in their downtime. [/QUOTE]
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