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Contents Dungeons and Dragons What Is It? Campaign Overview Party Journal Party Spell Library Party Reference Private Party Page Rule Expansions Mage Expansion Metamagic Miscellaneous Nonweapon Profs Degrees Spell Research Scroll Scribing Alchemy Book of Time Site Map Guestbook |
Spell Research
System The time taken to perform research is always unpredictable. It takes two weeks just to get organised and a further one-week for each failure. Once a successful result has been achieved then the Mage may still wish to continue their efforts in order that the spell may be further refined: in this case Failure results (other than Total Failure) are simply treat as no further result. Having a competent research assistant may reduce this time by up to 20%. Assuming that the new spell is well founded the chance of success is given by the following formula: {Researcher Specialism Level + 1} x {Mage's Level + Int-9 + (1=Spellcraft) } / Spell's Level The Mage now rolls a d20 and adds this to the value calculated above, before consulting the following table. A score of 20 or more indicates a good result, but a roll of 1 always indicates a Total Failure. Spell research costs 50 GP per week per spell level. Additionally the Mage requires exclusive access to a laboratory, these cost about 1000 GP per spell level to set up. This is a one off cost and existing labs may always be upgraded.
After a spell has been successfully researched the Mage is entitled to a 500 XP/Spell Level award. |
Rule Expansions Copyright © 1995 Andrew Neadley
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Email: webmaster@gwilliams.org.uk