Merlion
First Post
Pax said:
I think you are misunderstanding. Those rules are for CUSTOM spells. Not spells in the PHB, but brand new spells that ONLY your wizard has!.
Nope. It's a little concept called "game balance" -- it should cost LOTS of money to exceed the number of spells a "typical" PC Wizard of a given level should have.
If you want something "extra" you have to pay for it. IF it's a PHB spell, buy the scroll and "Take 10" to understand it, then scribe it in your book.
If it's not a published spell, IOW if it's custom, you pay the research costs. You're gettign somethign that, for example, no other wizard can read from a scroll ... it's not on THEIR class list, it's only on your own custom PERSONAL class list!! Nor could they use a Wand or Staff of that spell, either! If it's a particularly useful spell, and can be made into potions ... until someone else manages to reverse-engineer the spell, you have a window in which to make a LARGE profit (being the only source, most reasonable GMs would agree that, for a couple months at least, you could sell potions of that spell at full price, or more ... depending on the local economy, and how good the spell is, etc).
What about them? One chool of thought could have them utterly screwed when it comes to personal research!
Sorcerors STILL need to use spell components, just like wizards do. Bards, OTOH, would probablyhave to hire other musicians, to assist in working out the right harmonis to generate the magical effect(s) involved. Changing hired help every couple days, ofc, to avoid unintentionally hsaring their new creation.
You're right -- the cleric should ask very very nicely, and the GM should (usually) just say, in the role fo the deity involved: "What? Are you dissatisfied with my blessings? Not good enough for you, eh? Try living without ANY of them!"
And deny spellcasting, turning, and domain powers for a couple weeks. Sucks to be the impertinant servant for life of a divine authority.
But, no, again for balance's sake, it's presumed the cleric can buy lots of expensive candles and incense (and possibly mind-altering substances), and meditate / go on vision quests / etc, for the requisite time. The higher the level fo the spell, the longer this process takes.
And it costs a nice, blanket 1,000gp per week of research. Why?
Game balance and mechanical simplicity.
...
But it's NOT the same thing. As part of the benefits of levelling up, the Wizard is presumed to have earned income sufficient to research -- with guaranteed success -- two spells of his or her choice.
If the Wizard wants two MORE spells, she can either wait for another level, OR, do extra research, above and beyond what is presumed to be going on "behind the scenes".
Note that "behind the scenes" != "absolutely free of in-character charge" -- like I said, I personally presume that the Wizard is paid an occasional "behind the scenes" fee for some spellcasting service or other, which moneys are (still "behind the scenes") applied towards their behind the scenes research.
If you're BORN with spells in you already (one way to look at sorcerors, IOW, "hell or high water, Bob the Sorceror would have eventually been able to cast <insert spell here>, because it's in his blood." The corrollary to which is, "hell or high water, Bob the Sorceror would never become able to cast <insert spell here>, because it's just not in his blood!"
Because, innately based or spellbook based, Sorcerors and Wizards do the same THINGS when they cast their spells. They use the same gestures, the same words, the same material components, the same costly foci.
Spell research for a sorceror can be seen as the sorceror trying to artificially control their very SOUL, and form it into a desired pattern. This owuld involve much magick, consuming many expensive materials.
Or it could involve lots of incense, mind-altering substances and even ... er ... "ladies of the night" ... if some form of meditative, inwardly-turned form is preferable.
However you dress it up, though -- for game balance purposes, it takes 1 week per spell level to make a roll, and costs 1,000gp per week -- regardless of who's doing it.
Wizards get a "bye" only for their two-per-level, beause to do otherwise would screw the class over, bigtime. Just like sorcerors get a "bye" on their newly-learned spells. It's presumed to be done all "in the background", a.k.a. "behind the scenes" -- both the cost, and the assumed income to PAY for those costs. [/B]
And wizards who want to use their imagination and create their own spells get screwed. they get to pay way more money for it, when the only in game benefit is the fact that its their spell only. Yea that could make them some money in itself selling it to other wizards etc. Yes I realize that the 2 free spells are their for game balance even tho their presence...especialy if the player is required to do some roleplaying and deal with some actualy down time to get them...doesnt really make much sense and actualy somewhat contradicts some of the other things...such as reseaching your own spells. I'm sorry but first of all from a balance perspective I dont think the advantage of it being only your own personal spell is enough to warrant how much more it costs you than going and buying a printed spell of the same level. If I was to run a game I'd rule that it costs perhaps 100gp/level more to research a new spell than it would be to scribe a spell of that level into a wizards spell book. Also I have no problem with it taking time, and that is a cost in itself.
Nextly, game balance isnt all I'm talking about here. the rules dont really make sense to me...they seem self contradictory. they also seem to to strongly discourage players to do something which opens up roleplaying opurtunities and gives players a chance to really add to a campaign world. It essentialy implies effective level limits. it costs 3k gp to create a new 3rd level spell. for a 5th level wizard thats a lot of bleeping money to spend on any one thing.
As for sorcerers...well everyone has their own view of how sorcerers magic works. Monte Cook's variant sorcerer does NOT use spell components or foci of any kind, and pays XP for those spells with expensive materials. I would use the same sort of system for spell research myself. Generaly speaking I do not like or agree with the idea of sorcerers requiring most components and foci unless thats in line with a particular characters concept.
I do agree that for balance reasons their has to be some cost for wizards in particular. but I think the current printed rules costs are inflated. Beyond tht this seems to me a matter of differing opnions...if they way it is makes sense to you, I'm happy for you.
And as for divine spellcasters...yes a whole different system is needed for them. but I think your example of a deity stripping a cleric of all powers for weeks for petitioning their deity for a broadening of ablities is totaly out of line with the nature of many deities...possibly all from the point of view of, why would any god not want to make his/her servant more powerful?