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Spell Research & Magical Item Creation
- An important power of the wizard is his ability to research new
spells and construct magical items. Both endeavors are difficult,
time-consuming, costly, and occasionally even perilous. Since
research is such an important part of a wizard's life, all wizards
gain Reading/Writing as a bonus skill for any language they speak.
- Through research, a wizard can learn an existing spell or create
an entirely new spell, subject to the DM's approval. Likewise,
with the DM's approval, a wizard can create magical items, either
similar to those already given in the rules or of the wizard's
own design.
- Wizards begin play with a spellbook of their own. A spellbook
contains the complicated instructions for casting the spell
the spell's recipe, so to speak. Spells gather and shape mystical
energies; the procedures involved are very demanding, bizarre,
and intricate. Merely reciting words and making mystical gestures
does not enable one to cast a spell.
- A wizard's spellbook can be a single book, a set of books, a bundle
of scrolls, or anything else your DM allows. The spellbook is
the wizard's diary, laboratory journal, and encyclopedia, containing
a record of everything he knows. Naturally, it is his most treasured
possession; without it he is almost helpless. (More information on spellbooks will soon be available). To download a spellbook in Adobe Acrobat format (*.pdf) click
here.
A 1st-level wizard begins play with 3d4 1st-level spells in his
spellbook, two of which must be read magic and detect magic. Once these two have been included in the spellbook, the player
may select any other 1st-level spells of the school of universal
magic without making a learn spells roll. In addition, a specialist
wizard may automatically choose one spell of his specialty to
begin play with. Beyond these selections the player may choose
to ask the DM to assign the remaining spells in the wizard's starting
spellbook or to randomly roll the additional spells. Optionally,
the player may ask the DM to assign a portion of the spells and
to randomly roll the remainder.
- Learning and casting spells require long study, patience, and
research. Once his adventuring life begins, a wizard is largely
responsible for his own education; he no longer has a teacher
looking over his shoulder and telling him which spell to learn
next.
- As part of wizard's training when he advances in experience level,
he may add a common or uncommon spell of any level he is able
to cast without enhancement (exceeding spell level limit, casting
spells for greater effect, etc.,) to his spellbook at no cost
in addition to his training expenses. Specialist wizards are allowed
to add one spell of their specialty to their spellbooks each time
they gain an experience level.
- Aside from the single spell the wizard gains for his spellbook
through normal level training, he must find his own source for
magical knowledge: libraries, guilds, or captured books and scrolls.
It is sometimes possible to purchase spells from NPC wizards or
guilds, however, this is an expensive proposition. The price varies
but is at least a spell of equal level and rarity that the NPC
doesnt know or a magical item other than a potion or scroll.
If the character attempts to purchase the spell the minimum cost
is 1,000 gp per level for a common spell, 2,000 gp per level for
an uncommon spell and 4,000 gp per level for a rare spell. Very
rare and unique spells are seldom sold at any price, but if the
opportunity arises to purchase one, the price will be extremely
steep.
- Whenever a wizard discovers instructions for a spell he doesn't
know (including spells gained automatically as the wizard trains
for a new level or purchased from an NPC wizard or guild), he
must understand the arcane instructions before he can use it.
The player must roll percentile dice. If the result is equal to
or less than the percentage chance to learn a new spell (see Intelligence/Knowledge), the character understands the spell and how to cast it. He can
enter the spell in his spellbook.
- If this die roll is higher than the character's chance to learn
the spell, he doesn't understand the spell. However, he may attempt
to learn the spell again once he gains another experience level
or if his Intelligence/Knowledge ability score increases by some
means.
- Once a spell is learned, it cannot be unlearned. It remains part
of that character's repertoire forever. Thus, a character cannot
choose to "forget" a spell so as to replace it with another.
- The maximum number of spells of each level a character can record
in his spellbook is dictated by his Intelligence/Reason ability score. A character with an Intelligence/Reason score
of 21 or higher (normally unachievable without magical enhancement)
can record and learn an unlimited number of spells per level.
- The only way a character can exceed the maximum number of spells
per level allowed by his Intelligence/Reason ability score is
through research. Spells researched according to the rules in
the Spell Research section of Player's Option: Spells & Magic (pg. 100-115) do not count towards the normal maximum number of spells per
level.
- Wizards can also create new magical items, ranging from simple
scrolls and potions to powerful staves and magical swords. Though
there is some variance based on the wizard's subclass or kit,
in general, once he reaches 9th-level, a wizard can pen magical
scrolls and brew potions. He can construct more powerful magical
items only after he reaches 11th-level and has learned the appropriate
spells. For details on the requirements for magical item creation,
consult the Magical Items Creation section of the The Book of Artifacts.
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