Here's my interpretation of existing rules on spell research where sorcerors are involved.
1) A sorceror can initiate spell research in exactly the same manner as a wizard, and at any time. He doesn't have to have any "open" spell picks available to him to begin research. Sorcerors know just as much about magic as wizards do (albeit typically suffer a bit in comparison due to lower Intelligence scores), and can easily use those skills to learn how to manipulate magic to produce new and unique effects.
2) The sorceror cannot, however, LEARN the new spell until and unless a spell pick of the appropriate level is available. Until then, the spell's theory is known, but the sorceror has not yet managed to "internalize" it, or create that effect using his own innate magic. However, the researched spell IS added to the list of potential spells that can be selected from.
3) Once a new spell pick of the right level becomes available, the sorceror may choose the researched spell normally.
This does mean that spell research for sorcerors can lead to protracted periods of time when the spell exists only "on paper." But the key to a successful sorceror is -always- planning on the part of the player. If he wants his sorceror to do spell research, he (the player) should work it out with you well in advance, so he can time it in-game to be close to a time when the character will have slots of the right level coming up.
And here, to make my post intolerably long, is an idea I had for house-ruling spell research for sorcerors.
Namely, that sorcerors don't really hit the books for spell research. Rather, the player and GM work together normally to determine the spell's viability and level as per usual, but rather than saying sorcerors spend a week per level and gold to research it...you just say that the spell can be freely selected by the sorceror next time he gains a spell pick of that level. The "research" is the same process that causes a sorceror to level up in the first place. A gradual growth of insight into himself that unlocks new magical powers.
This rule may or may not be workable...haven't put much thought into it yet.
I see right away that it would result in sorcerors having a ton of weird and unusual spells...which I personally think they SHOULD. There's no reason why sorcery should be as strictly regimented and rote as wizardry, since they don't learn the same spells from the same books in the same way from the same teachers.
On the other hand, it also means a lot more work from both player and GM...and it increases the chances of abusive game material being introduced should the GM experience a moment of weakness. Using this rule would require the player to be open to revision, should a new spell turn out to be unexpectedly horrible for its level.
1) A sorceror can initiate spell research in exactly the same manner as a wizard, and at any time. He doesn't have to have any "open" spell picks available to him to begin research. Sorcerors know just as much about magic as wizards do (albeit typically suffer a bit in comparison due to lower Intelligence scores), and can easily use those skills to learn how to manipulate magic to produce new and unique effects.
2) The sorceror cannot, however, LEARN the new spell until and unless a spell pick of the appropriate level is available. Until then, the spell's theory is known, but the sorceror has not yet managed to "internalize" it, or create that effect using his own innate magic. However, the researched spell IS added to the list of potential spells that can be selected from.
3) Once a new spell pick of the right level becomes available, the sorceror may choose the researched spell normally.
This does mean that spell research for sorcerors can lead to protracted periods of time when the spell exists only "on paper." But the key to a successful sorceror is -always- planning on the part of the player. If he wants his sorceror to do spell research, he (the player) should work it out with you well in advance, so he can time it in-game to be close to a time when the character will have slots of the right level coming up.
And here, to make my post intolerably long, is an idea I had for house-ruling spell research for sorcerors.
Namely, that sorcerors don't really hit the books for spell research. Rather, the player and GM work together normally to determine the spell's viability and level as per usual, but rather than saying sorcerors spend a week per level and gold to research it...you just say that the spell can be freely selected by the sorceror next time he gains a spell pick of that level. The "research" is the same process that causes a sorceror to level up in the first place. A gradual growth of insight into himself that unlocks new magical powers.
This rule may or may not be workable...haven't put much thought into it yet.

On the other hand, it also means a lot more work from both player and GM...and it increases the chances of abusive game material being introduced should the GM experience a moment of weakness. Using this rule would require the player to be open to revision, should a new spell turn out to be unexpectedly horrible for its level.
