To research a spell, a magic-user must first have access to a large library such as those that exist in major cities, or in the tower of any single Wizard-Prince.
Then, the wizard must find components for the spell. These are up to the player and DM to determine; on the average, the component should be from a monster with HD at least equal to the spell level, or of similar difficulty to attain.
Example: Red dragons scales for an explosive cloud, fresh troll blood for a reincarnation, fur from a displacer beast for a teleport, etc. There are no limits to this but the player and DM´s imaginations. Remember, the researcher must have the components before attempting spell research.
The magic-user must then be prepared to spend large amount of gold during the course of his research. The total to be spent comes to 1,000 gp times the spell level. The DM decides what the spell level should be, according to the effects the player describes.
Research takes a week for the initial research, plus a per 1,000 gp. The player does not necessarily know how much time is needed. The PC spends 1,000 gp/day of research (not including initial research time) until the DM tells him to make an attempt roll (a sure sign the research has come to its end).
If the wizard runs out of gold before then, he may interrupt his research, leave on an errand to earn more money, and come back later and spend more time and money to advance his research.
The chance of success to discover a spell vary depending on the spell level researched and whether it is a new spell or a common one (one already described in the rules). For a common spell, add the magic-user´s intelligence score to his experience level, and multiply the result by two. The subtract 3 per spell level being researched. (For a new spell, subtract 5 per spell level.) Any roll of 95 or more is an automatic failure.
Common Spell: ((Int. + Lvl)*2)-(3 per spell level)
New Spell: ((Int. + Lvl)*2)-(5 per spell level)
New Magic Item: ((Int. + Lvl)*2)-(5 per spell level)
Repeated Magic Item: ((Int. + Lvl)*2)-(3 per spell
level)
A magic-user must be 9th level to even hope to make a magical item. The first thing to do is to list all of the magical item´s effects.
Compare them to existing spells in order to know their (spell) level of power. A wizard MUST know the spell he is trying to imitate with his magical item. For example, a wizard who does not know the invisibility spell cannot make a ring of invisibility. If an item´s effect does not compare to an already existing spell. then the wizard must research a new spell that will produce the desired effect.
Once this is done, take the total spell levels of the spells going into the item and multiply the result by 1,000. The result is the number of gold pieces necessary to make the initial enchantment. If the item has charges, add 10% of the initial enchantment cost per charge. A permanent enchantment costs the equivalent of 50 charges.
Example: a ring of flying is similar to the fly spell (3rd level). It has only one function and is permanent, therefore it costs (3*1,000 + 300*50) = 18,000 gp. The enchantment takes 25 days (one week + 1 day/ 1,000gp)
A wizard may decide at the moment of creation that an item with charges is non-rechargeable. In this case reduce Initial Enchantment Cost by 20%.
If an item has several separate powers, like a crystal ball with ESP, then the extra effect must be rolled for separately, with the appropriate chances of success. Each successful attempt indicates the item gains the power rolled for.
Some items may be usable only a certain number of times within a given time length. Simply reduce the Initial Enchantment Cost 20% for items which can be used hourly, 25% for daily, 30% weekly, 35% monthly, etc.
Then add the cost of 30 charges, plus one per use during the chosen time frame.
The procedure for bestowing + or - to items require a different enchantment than for other magical items. To find the Initial Enchantment Cost, multiply the item´s normal price by 10 times its encumbrance. For armor, divide this result by 3; for weapons, multiply it by 5 instead.
Extra magical effects can be added to weapons or armor. Proceed as if enchanting a separate item as described for spell levels. The cost and time as added to that of making the magical weapon. Success chances are rolled separately for each extra effect. If the effects of an enchanment are limited, the cost of extra magical effects is reduced 10% per restriction.
If an extra bonus is necessary vs. a special opponent, like a +1 sword, +3 sword vs. dragons, simply add the extra pluses to the original enchanment costs, at half price. Talents are considered spell powers (see Misc. Items). For complex weapons, the DM should adjust the guidelines at his discretion, to cover inexpected cases and safeguard game balance.
Intelligent weapons are only created on purpose. Every time a wizard makes a magical sword, check to see if it has been made intelligent.
As an option, the DM may modify chances of success depending on the situation.
Each time a wizard interrupts his spell research or the course of an enchantment, the DM may penalize his chances of success 5%. Only the number of interruptions should be considered, not the duration. The character should still have the option of adventuring to keep up with his research cost.
using special materials can affect chances of success as well. Precious gems or metals might retain magical powers better than rough wood or stones. The list below shows possible modifiers for choosing better materials.
Materials: Modifier:
Precious stones (gems,crystal): + 6%
Precious metals (gold, silver): + 4%
Rare, elaborately carved woods: + 2%
Common metal: + 0
Common wood: - 2%
Common stones: - 4%
Other mundane material (*): - 6%
(*) Bone, claw, leather, powder, balm, liquid, etc.
Magic Item: Cost (gp) Time Needed
Scroll (3 charm spells): 1,040 9 days
Dagger +1: 1,050 9 days
20 Arrows +1: 2,000 9 days
Potion of Invisibility (*): 2,140 10 days
Leather Armor or Shield +1: 3,000 11 days
Sword +1: 3,000 11 days
Long Bow +1: 4,500 12 days
Chain Mail +1: 5,340 13 days
Wand of Fire Balls (**): 9,000 16 days
Plate Mail +1: 10,000 17 days
Helm of Clairvoyance: 18,000 25 days
War Hammer +5 of Flying: 24,250 32 days
Ring of Teleportation: 30,000 37 days
Lance +3 of Speed: 45,000 52 days
Talisman of Meteor Swarm: 54,000 61 days
Staff of Wizardry (***):
156,200 164 days
When ever a PC, a dominion, or a nation hires wizards
to perform enchantments, labor costs must be added to the cost
of enchantment. This is inportant in the case of a ruling PC planning
to outfit army units with magic items. The cost of labor averages
500 GP per level of wizard hired for the job, and per month of
work needed to accomplish the task.
Some wizards may need to compile their own libraries because their tower is located far from cities. The guidelines below explain how to acquire these rare tomes.
As the power of spells being researched increases, the importance and expense of the library increases accordingly. For a library of minimum value, 4,000 gp must be invested. This allows research on first level spells. For each subsequent spell level to be researched, another 4,000 gp must be invested.
For example, a library suitable for ninth level spell would cost 36,000 gp. Every time a wizard discovers a spell, 10% of the gold spent for that effect is added to the library value. For every 4,000 gp of library value above the minimum required, the wizard´s chances to discover his spell increase 1%. This bonus is only valid if the wizard owns the library. Bonuses due to large libraries are limited to 10%.
Finding rare tomes is helpful to a wizard. In a large city, the wizard will spend about a day per 100 GP of expenditures (or fraction thereof) to find the desired tomes. Any single book found in a treasure, in an abondoned library or for sale on the market cost 10 GP multiplied by a percentage roll.
When role-playing with book merchants (or book thieves), a wizard should appraise the value of what he is offered. The basic Appraisal Score (rolled on d100) of a wizard is equal to his or her Intelligence score plus his or her level multiplied by two.
The DM makes a secret check and informs the player the percieved book value. If the roll was successful, the wizard appraises the book value correctly. If the roll failed, the difference between the Appraisal score and the dice roll gives the percentage of error. If the difference is an even number, the wizard thinks the value is higher; if the differance is an odd number, the wizard thinks the value is lower.
A book merchant has an average Appraisal Score equal to his Intelligence x 5. He will set his price according to his percieved value of the book, plus a benefit margin of 30%. A thief of libraries has an Appraisal Score equal to his thief level x 2 and sells for double that price. Whether both are likely to sell their books below their percieved values is a question of how well the wizard was role-played. In any case, merchants never sell 205 below their sales price; a thief never sells for less than half price, unless Constables are after him
Several days later, after studying the book, the
wizard realizes its true value (the DM reveals the actual price).
Studying a book takes a day per 100 GP of actual value.