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Spell research :
- have access to large library
- find components
- pay 1000gp x spell level
- research takes 1 week + 1 day/1000gp
Chances of success:
Common spell: ((int+lvl)x2)-(3xspell level)
New spell: ((int+lvl)x2)-(5xspell level)
A roll 95 or more always fails.
(specialists get +15%, -15%)
Spell research:
- cost of laboratory 1000gp/level+1 (cantrip =1000g; 1st lvl = 2000g…)
- have access to books or manuscripts
- find components
- wizard must be in good health (max hps, no diseases…)
- time : 2 weeks/spell level (if check fails, study another week)
- cost : 100g-1000g/level
Chances of success:
INT SUCCESS
9 35%
10 40%
11 45%
12 50%
13 55%
14 60%
15 65%
16 70%
17 75%
18 85%
19 95%
20 96%
21 97%
22 98%
23 99%
24 100%
(specialists get +15%, -15%)
AD&D Player’s option : spells & magic:
Spell research:
- have access to well equipped research laboratory and library
- time: 2 weeks/spell level (if check fails, study another week and get +10%)
- cost: 100g-1000g/level
You may interrupt research, but if it is longer as a day, 1 week of research is lost.
Chances of success:
10%+1%/int point+1%/wizard level-(2xspell level)
(On a roll of 99% or 100%, the spell must be abadonned, and cannot be created.)
(specialists get +15%, -15%)
Spell research:
- have access to a well stocked library
- research takes 1 week/spell level
- cost: 1000gp/spell level
Chances of success:
Spellcraft check: DC 10+ spell level and allowed by DM
Check each day for progress, if you fail all research and gold is lost.
(specialists get +2, -2)
Spell research:
- have access to a well stocked library
- cost: spell’s level squared and multiplied by 100 gp (cantrip: 50gp).
- Research: series of Spellcraft checks with a DC equal to 15 + the spell’s level.
Researching a new spell is a series of Spellcraft checks with a DC equal to 15 + the spell’s
level. The time it takes a wizard to create a new spell works like making an item with the
Craft skill; multiply the cost of researching the spell by 10 and use this as a target number.
Multiply the result of each successful Spellcraft check by the check’s DC to determine his
progress towards meeting the target number. Each Spellcraft check takes one day of work (as
with a magic item) and the multiplied results add together with each day until the target
number is met.
NEEDS WORK
Pathfinder:
Spell research:
- At least 1000gp/level
- Spellcraft skill
- Knowledge skill that is appropriate (Arcana, Nature, Necromancy, Religion,…)
- Research takes 7 x spell level in days
Condition DC Modifier
No somatic component +5
Additional research materials -1 per 100 gp per spell level (maximum +5)
Ars Magica
…..
WFRP2e
Learning a Spell
To record an arcane spell in written form, a character uses complex notation that describes the
magical forces involved in the spell. The writer uses the same system no matter what her
native language or culture. However, each character uses the system in her own way. Another
person’s magical writing remains incomprehensible to even the most powerful wizard until
she takes time to study and decipher it.
To decipher an arcane magical writing (such as a single spell in written form in another’s
spellbook or on a scroll), a character must make a Spellcraft check (DC 20 + the spell’s
level). If the skill check fails, the character cannot attempt to read that particular spell again
until the next day. A read magic spell automatically deciphers a magical writing without a
skill check. If the person who created the magical writing is on hand to help the reader,
success is also automatic.
Once a character deciphers a particular magical writing, she does not need to decipher it
again. Deciphering a magical writing allows the reader to identify the spell and gives some
idea of its effects (as explained in the spell description). If the magical writing was a scroll
and the reader can cast arcane spells, she can attempt to use the scroll.
A wizard can also add a spell to her book whenever she encounters one on a magic scroll or in
another wizard’s spellbook. No matter what the spell’s source, the wizard must first decipher
the magical writing.
Next, she must spend a day studying the spell. At the end of the day, she must make
a Spellcraft check (DC 15 + spell’s level). A wizard who has specialized in a school of spells
gains a +2 bonus on the Spellcraft check if the new spell is from her specialty school. She
cannot, however, learn any spells from her prohibited schools. If the check succeeds, the
wizard understands the spell and can copy it into her spellbook (This takes 24 hours). The
process leaves a spellbook that was copied from unharmed.
If the check fails, the wizard cannot understand or copy the spell. She cannot attempt to learn
or copy that spell again until she gains another rank in Spellcraft. A spell that was being
copied from a scroll does not vanish from the scroll.
In most cases, wizards charge a fee for the privilege of copying spells from their spellbooks.
This fee is usually equal to the spell’s level × 50 gp.
AD&D
Chance to Learn Spell is the percentage probability that a wizard can learn a particular spell.
A check is made as the wizard comes across new spells, not as he advances in level.
To make the check, the wizard character must have access to a spell book containing the spell.
If the player rolls the listed percentage or less, his character can learn the spell and copy it into
his own spell book.
If the wizard fails the roll, he cannot check that spell again until he advances to the next level
(provided he still has access to the spell).
Intelligence:
Ability Chance to Ability Chance to
score learn spell score learn spell
1 1% 14 60%
2 3% 15 65%
3 5% 16 70%
4 10% 17 75%
5 15% 18 80%
6 20% 19 85%
7 25% 20 90%
8 30% 21 95%
9 35% 22 96%
10 40% 23 97%
11 45% 24 98%
12 50% 25 99%
13 55% 26 100%
Ars Magica
Pathfinder
WFRP 1e
You must have access to the spell (book, scroll, teacher,..), and possibly the appropriate
Arcane Language skill.
1e spells that have been learned, or not forgotten when changing careers, if you have mana,
you can still cast them.
To learn a spell it will cost some permanent constitution damage, it drains your life force (that
is also why they are not forgotten, they are part of you).
You first sacrifice the constitution, then you make an intelligence check. If you fail, you can
try again for as long as you have constitution, you can kill yourself this way.
You must learn at least 2 spells of each level before you can learn higher level spells.
WFRP 2e