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Glantri:

Spell research :
- have access to large library
- find components
- pay 1000gp x spell level
- research takes 1 week + 1 day/1000gp

You may interrupt research, and continue later.


For each interruption (regardless of duration) the wizard gets -5% penalty

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%)

AD&D 2nd edition:

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

You may NOT interrupt research.

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%)

D&D 3rd edition:

Spell research:
- have access to a well stocked library
- research takes 1 week/spell level
- cost: 1000gp/spell level

You may NOT interrupt research.

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)

The Quintesseintial Wizard II:

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

For each day of research, the caster makes separate Knowledge and Spellcraft checks against


a DC of 20 plus twice the level of the spell being researched, modified according to Table:
Spell Research Modifiers.
To successfully research the spell, the caster must succeed at both checks. Failure indicates
the day was wasted.
The researcher may employ up to two assistants in the research process to assist on the skill
checks using the aid another action.
If either or both spell research checks fail by 4 or less, you make no progress. For each check
that fails by 5 or more, your research has led to poor results and you lose a day of progress
toward completing the spell.
If either check fumbles, you lost your gold and research time, start over.

Table: Spell Research Modifiers

Condition DC Modifier

Caster already knows a similar spell -2

Per material component required -2 (maximum -6)

Focus required -2 to -5 based on cost and rarity

No verbal component +10

No somatic component +5

Additional research materials -1 per 100 gp per spell level (maximum +5)

Ars Magica

Basic Lab Total = Technique + Form + Intelligence + Magic Theory.


In a 3 month periode (this can be interrupted) you can research any number of spells as long
as their total levels do not exceed you Lab Total. Before starting this 3 month period you have
to declare which spell(s) you are researching and in which order. If you ever exceed your Lab
Total, the last spell you were working on is lost.
You get a bonus on your Lab Total for knowing a similar or variant spell. For every 5 levels
of the spell(s) you already know you get a +1.
When the spell research is done, you will have a written down version of a formulaic spell.
WFRP1e

…..

WFRP2e

See “WizardSpellResearch” pdf

Learning a Spell

D&D 3,5 edition

Spells copied from another’s Spellbook or a Scroll:

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

Learning to cast it formulaic without a written copy.


Without a teacher that knows the spell: 3 months time/spell.

Copying spells from a spellbook/scroll that you can read:


In 3 months time you can copy upto 180 levels for yourself.
If you copy them to make them understandable to others you can copy up to 60 levels.
Translating spells: (1 spell/3 months)
You have to break the code by either using a read magic spell or by rolling a DC against the
writer of the spell’s Technique+Form+Intelligence vs your Spellcraft + 10 (Arcane Language)
+ Knowledge Arcana + Forbidden Lore + d20.

When a spell is broken you determine the Technique and Form.


Now you can try to determine the power and effects of the spell, by rolling your Lab Total vs
the Spell Level. If you succeed, you now can write a copy of the spell that can be used by
others.

Pathfinder

To decipher an arcane magical writing (such as a single spell 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 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 piece of magical writing, he does not need to decipher
it again. Deciphering 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 is a scroll and
the reader can cast arcane spells, he can attempt to use the scroll.

Spells Copied from Another’s Spellbook or a Scroll:


A wizard can also add a spell to his book whenever he 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 (see Arcane Magical Writings). Next, he must spend 1 hour studying the
spell. At the end of the hour, he 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 his specialty school.
If the check succeeds, the wizard understands the spell and can copy it into his spellbook.
If the check fails, the wizard cannot understand or copy the spell. He cannot attempt to learn
or copy that spell again until one week has passed.

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).

Spell level Con dmg Intelligence Check


Petty 1 Standard
1 2 -2
2 3 -4
3 4 -6
4 5 -8

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

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