Advanced Dungeons and Dragons Second Edition: Wizard: Spell Research & Magical Item Creation
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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 doesn’t 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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