Thursday, April 23, 2009

Making New Spells

Spellcasters (clerics, mages, elves, ect.) can make new spells when they get to level nine. The first step into making a spell is stating that you wish to do so. You then write up the spell in this format:

Name of spell (an asterisk next to it if it is a Reversible spell)
Range: (Average range goes from 0 to 240 feet/yards. Exceptions can be made)
Duration: (Rounds-10 sec. Turns-10 min. Hours, Days, Weeks, Months, Years, ect.)
Effects: A very brief description of the spell or what it effects (meaning, if it affects you, just say that)

The Description of the spell: In detail, write what the spell does. Put in the die rolls, charts, and anything else needed.

How the Spell Works: If the DM asks of it, he may ask you to tell him how the spell will work. This is not like the description. This won't go down in the spell book. This is just so that players don't make a spell that will go against logic. For example
Fireball: Heat is sent from the fingertips of the spellcaster to the center of his palm. The heat creates a small ball of fire that the spellcaster can throw at a subject. Upon contact, the fire ignites with the air around it to make a fireball. (I am sure you science dudes can do better than me) A description of how the spell will work can make some of the more impossible spells possible.

After you have written all of this down, the DM will review what you have written and make changes that you need to make. He will also give advice and so on about making the spell. This goes back and forth until both the DM and the player are happy with the spell written. (Here is an example of something I won't approve. Something that does 29D12 damage because you cannot deal more the 20Dwhatevers) The DM reviews and determines the spell level of the spell once you are done.

Now that was the easy part. The hard part comes now. Because now you got to find a library that is large enough for you to research you spell in. You can use your own books (books you picked up on your adventure), but if you do not have enough, you will have to go to a mage school or a temple to find more books that you could use. Unless you decide to steal the books, you might need to go to multiple libraries. Remember, some people are not very willing to share their books with everyone.

Now comes the really hard part. Once you have found a library or libraries in which you can research the spell in, you need to find components to the spell. In other D&D games, you require components to cast the spells, but this game works on a "living magic" perspective (meaning the magic is channeled to you). However, you will need components to make the spells so that you can study the relationship of magic with each other and so forth. The components will relate to the spell. If you were to create a regeneration spell, you would need troll skin. The DM will determine what you will need. You will know what you will need because it is assumed that in your library hunt, you did this part of the research. (Of course, the DM will advance time to reflect this aspect. The harder it is to find the components that you need, that longer it will take to determine what you need). Once you know what you need, you will need to go get them. Some items can just be bought. Some you will have to quest for. You may even need a rare artifact for you spell.

Now you need to pay up to make the spell. The cost of spell research is 1000 gp x spell level. A level nine spell will cost 9,000 gp. Exceptions can be made. No mater what, you will have to sacrifice something to make a spell. In some countries, you spend bushels of rice to make the spell. You can attempt to conquer people to make the spell without paying the gp, but you will still need to pay up something (like, paying the slaves in food, or finding new slaves, ect.) You don't have to pay all at once, but you cannot finish research until you have paid up. The time it takes to research the spell will take one week plus one day plus one day per spell level. You should also include the time it takes to get the components and to get the books.

Now comes the real die roll in all this. If you were researching something already known, then the formula is this:

( [Int+Lvl] x 2) - (3 x spell level) = % for success.

If the spell is a new spell, then the formula is this

( [Int+Lvl] x 2) - (5 x spell level) = % for success.

Failure means the spellcaster will have to try again. He will need to get more gold and components if he ran out of them. (For this reason, it is a good idea to carry extra on you in case you fail.) More time will pass, and the spellcaster rolls again for success. But this time he gets plus 5% to the chance for success. Each time he fails, he gets another plus 5%. For example:

Mr. Wizard wants to learn Fireball. He finds it in the library in the Magician's Guildhall in Specularum. He gets ash for his components. The spell is a level three spell, so he spends 3000 gp to the Guildhall to use the library to research the spell. The time it will take will be 11 days of research. His Int is 16 and he is a level 14. That is:

Common spell: ( [16+14] x 2) - (3 x 3) = 51%

Mr. Wizard rolls a 72. So he must try again. He already has the components and the money so he spends another 11 days of research to learn the spell.

Common spell: ( [16+14] x 2) - (3 x 3) = 51% + 5%= 56%

Mr. Wizard rolls a 96. He must try yet again. He has the components, but he only has 2000 gp left. He spends 7 days to research the spell, and then he goes on some odd jobs to raise 1000 more gp. He gets back to his research a month later. He spends 1000 gp and does the last four days of research.

Common spell: ( [16 + 14] x 2) - (3 x 3) = 51% + 5% + 5%= 61%

Mr. Wizard rolls a 54. He now knows fireball.

If you have any questions, just ask. I will do making magic items and stuff later.

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