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<blockquote data-quote="Cheiromancer" data-source="post: 3043589" data-attributes="member: 141"><p>Well, this is an easy dial to adjust. You only have to change one rule. It's trivial compared to going through and changing the spell seed formula to [(spell level x 2) + 4]. Or to further fine tune those spell seeds to reflect the variety of casting times and components of the base spells.</p><p></p><p>According to the DMG, new spells cost 1000 gp/spell level and take 1 week/spell level to research. The spellcraft check is pretty easy; only 10 + spell level. I should hope that a 21st level wizard with maxed out spellcraft could make a DC 20 check to learn a 10th level spell.</p><p></p><p>As written it will cost 24,000 gold and 960 xp to learn the USP 24 spell that corresponds to a 10th level spell. Only 24 days though, as opposed to 70. If 1 xp = 5 gp (the usual conversion rate) then you've tripled the cost in order to reduce the research time to about 1/3. And you've even added in the option of doubling the time in order to halve the cost; this makes epic spell research even more similar to standard spell research (50% more expensive at 2/3 the time).</p><p></p><p>I don't know if the spell research rules in the DMG are any good, though. I've never seen them used. Folks just buy scrolls instead. (Is the "copy from a scroll" formula the one you are going to use for tablets?)</p><p></p><p>I suspect that the cost should increase quadratically with the difficulty of the spell. But I doubt this a surprise to you; you know I like to square numbers! </p><p></p><p>How about USP squared times 50? 28 800 gp for a USP 24 spell (20% more than now), but a USP 40 spell will cost 80,000 gp, twice its current cost. And higher level spells will cost even more; USP 60 is 180,000, for example, three times what the current rule suggests.</p></blockquote><p></p>
[QUOTE="Cheiromancer, post: 3043589, member: 141"] Well, this is an easy dial to adjust. You only have to change one rule. It's trivial compared to going through and changing the spell seed formula to [(spell level x 2) + 4]. Or to further fine tune those spell seeds to reflect the variety of casting times and components of the base spells. According to the DMG, new spells cost 1000 gp/spell level and take 1 week/spell level to research. The spellcraft check is pretty easy; only 10 + spell level. I should hope that a 21st level wizard with maxed out spellcraft could make a DC 20 check to learn a 10th level spell. As written it will cost 24,000 gold and 960 xp to learn the USP 24 spell that corresponds to a 10th level spell. Only 24 days though, as opposed to 70. If 1 xp = 5 gp (the usual conversion rate) then you've tripled the cost in order to reduce the research time to about 1/3. And you've even added in the option of doubling the time in order to halve the cost; this makes epic spell research even more similar to standard spell research (50% more expensive at 2/3 the time). I don't know if the spell research rules in the DMG are any good, though. I've never seen them used. Folks just buy scrolls instead. (Is the "copy from a scroll" formula the one you are going to use for tablets?) I suspect that the cost should increase quadratically with the difficulty of the spell. But I doubt this a surprise to you; you know I like to square numbers! How about USP squared times 50? 28 800 gp for a USP 24 spell (20% more than now), but a USP 40 spell will cost 80,000 gp, twice its current cost. And higher level spells will cost even more; USP 60 is 180,000, for example, three times what the current rule suggests. [/QUOTE]
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