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An Overview of Spell Research
Posted: 6/15/99
As a campaign matures and its characters rise in experience levels, the inevitable question of spell research arises. According to the general AD&D rules, any wizard can research a spell. There are restrictions and guidelines, however, as to how powerful a spell a wizard can research (depending on the wizard's level, library and laboratory), and how successful he or she may be at this task (depending on his or her resources and level). Below are some guidelines which outline the process of spell research in this campaign, "The Battle for Rinder."
I. Type of Research. Firstly, there are a number of different types of spell research, based on the AD&D literature (consulted for these guidelines were: the PHB, the DMG, the Wizard's Handbook, and "Player's Option: Spells & Magic"). The two major categories are as follows: (1) A player may attempt to create a completely new spell; and (2) a player may attempt to research an existing spell (one that is already detailed in the PHB or other source). Two other types of research are (3) researching a "look-alike" spell which approximates the effects of an existing spell which the wizard has failed to learn; and (4) researching a spell when the wizard has already learned as many spells as he is allowed in a particular level. A wizard cannot research a spell which is of a higher level or greater power than those which he or she can currently cast. The first thing a player must do is inform the DM as to which kind of research he or she would like to undertake. If the player plans to research a completely new spell, he or she must send the DM a draft of the spell, as per those listed in the PHB, so that the DM can decide if the proposed spell will fit into the campaign.
II. Costs of Research. Secondly, one must consider the costs of research. In the Rinder campaign, this has two parts. (As adapted from the Wizard's Handbook.) One part is the "Basic Investment," that is, the wizard's library and laboratory. The monetary worth of the library--an indication of its depth and number of volumes--determines the maximum spell level of a spell that can be researched. In the event that the wizard does not have a library, he or she would have to establish one. This is a one-time investment (though upgrading the library must be done by buying more volumes, finding them on adventures, or in the process of research). A 1st level library costs about 2000 gp to establish, 2nd: 4000, 3rd: 8000, etc. A wizard may get around the Basic Investment by using another wizard's library or gaining access to the library of an academy, major city, or university.
The wizard must also have a laboratory in which to conduct his or her research. A lab costs 1000-6000 gp to establish, and is also a one-time investment (unless some catastrophe occurs which destroys it!). A wizard may get around establishing a lab if he or she can gain access to another wizard's lab, or the lab in an academy or university.
The other part of spell research costs is called the "Operational Cost," and is the ongoing expense necessary to sustain the research. It covers additional books, supplies, reagents, components, scrolls, etc. The Operational Cost is paid weekly, and ranges from 200-1200 gp per week (higher level spells are naturally more expensive to research). Because the Operational Cost covers additional books, the value of the wizard's library (or the library which he or she is using) increases over the course of the research.
Bear in mind, of course, that using another wizard's library or lab will cost some money, too, in the form of rent. In addition, the wizard will (obviously) not own the library or lab and access may not always be guaranteed.
III. Time for Research. Thirdly, spell research takes time. Before research can begin, the wizard must spend time preparing for the research by reviewing his or her notes, books, scrolls, conferring with other wizards, etc. In the Rinder campaign world, this takes one week per spell level of the spell being researched.
The basic time spent actually doing the research is 2 weeks per spell level of the spell being researched. This is uninterrupted time, i.e. the wizard may not be adventuring or otherwise engaged during that time, or the research suffers a set-back. After the base time is completed, checks are made each week until the spell is successfully researched, until the wizard can no longer pay the Operational Cost, or until he or she wishes to discontinue the research. The chance of success is: [10% base chance + Intelligence score + Experience level] - (level of spell being researched x2).
IV. Other Notes. The above procedures apply to a wizard creating a completely new spell. For a wizard to research an existing spell or look-alike, some modifications can be made which reflect the fact that the spell is already in existence and does not require as much investment or testing.
The wizard must still make the Basic Investment in a library AND lab, or gain access to a library and lab from some other source. However, the Operational Cost of research is reduced to 100-600 gp per week. In addition, the base chance of success is increased from 10% to 30%.
Spell research is an excellent opportunity for player-DM interaction and character refinement. It is one of the ways a character can have a lasting effect on the campaign world. Additionally, spell research is a very good way for a wizard to gain experience points. Cooperation and coordination between the player and the DM can make the process of spell research pleasant and rewarding.
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