Do the spell research rules discourage spell research?

Olive said:
Nice system. I might yoink.

Just out of intrest, how much of the cost is materials etc. What if the wizard has their own library?
Perhaps 10% represents materials, 'cot and board' and the use of an Apprentice for gopher work. If a fancy Material component is involved, that'd be extra. Perhaps 1 'dose' per Spell Level for Research purposes.

The rest is all Library and Facilities. So if a Wizard owned their own, their costs would be substantially lower. Of course, that particular set of Libraries (in my campaign world) is practically priceless - like a Major University's Research Library.

The Research Library (suited to Spells of up to 5th Level) is the one available to the Paying Public and the Apprentice/Journeyman College Members. (There are substantial yearly fees and obligations assocated with College membership).

The Master's and Grand Master's Libraries are restricted to College members of the appropriate rank (and perhaps those who have negotiated special access...) and are suitable for up to 8th and 9th Level Spells respectively. They are relatively small but hold the best and most valuable books - and also provide Check Bonusses and Reduced Research Times for Spells of lower levels.

Together they fill a major - landmark quality - building. I've never figured out its cash value, but its gotta be several million GP... The nearest one of comparable quality is about 800 Miles away, and in another country...

Different Libraries could work differently: FRCS "Silver Marches" suggested 4hrs/day for 30 days for a 'Lady's College' student to add a new Spell to their Spell Book. The only 'cost' was the College Tuition (500 gp + 500 gp/Level per year). No 'Check' of any sort required.

A'Mal
 

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Here's an interesting idea: instead of requiring X days of research per spell level, why not simply require, X spell slots per spell level? If we set X=5, that'll be typically one day per spell level for a Wizard trying to research a new low-level spell (a wizard of level L can cast 4 spells of level (L-5)/2, plus 1-2 bonus spells for high Int). For example, if a wizard is researching a new 4th level spell, he'll have to use up 20 4th level spell slots for experimentation.

Sorceror spells/day maxes out at 6+bonus spells, so they may be able to do research faster - but they're also limited by their number of spells known, and are likely to have a lower Spellcraft.
 

If your mage is to poor to do it on his own, then have him go out and find investors. Once he knows what kind of spell he wants to make, he can go to person or group who might be interested in such a spell and you can RP the negotiations. If your mage isn't much on diplomacy, then that just gives the party "face man" a chance to get involved. Even a small service performed for the investor could seal the deal. (read: quest)

This can also become a story hook, where your mage accepts funding from the "wrong" type of guys and now they want more than the original agreement, such as sole possession of the spell which involves having the inventor removed.

It also provides you with a self-policing mechanism.Your mage will be more careful of the potential power or versatility of his new spells since he will be handing them over to people or organizations that may not use them as he would wish...
 

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