Spell Research (5e Variant Rule)

Spell Research

This downtime activity is exclusive to wizards. Similarly to how you discover two new spells when you level up as a wizard, you can also research and experiment using time and materials to discover new spells.

Resources

To research a spell, your character needs a spellbook or equivalent to record their research and experimental results. They also require spellcasting materials and components, as well as time to experiment with them. The time and cost required to do so is listed on the Spell Research table below.

If you have access to a well-stocked library or other repository of arcane knowledge throughout the duration of your work, you can halve the time and cost requirements.

Not all spellcasting materials are consumed in the process of spell researchat least half of your spellcasting materials are not consumed, merely unsuitable for the current line of research, and can reused for other spell research.

Spell Research
Spell LevelTimeBase CostAdditional Expenditure
1st3 days50 gp10 gp
2nd1 workweek250 gp50 gp
3rd2 workweeks500 gp100 gp
4th5 workweeks1,000 gp200 gp
5th10 workweeks2,500 gp500 gp
6th20 workweeks5,000 gp1,000 gp
7th30 workweeks10,000 gp2,000 gp
8th40 workweeks25,000 gp5,000 gp
9th50 workweeks50,000 gp10,000 gp

Resolution

At the end of the working period, the character must make an Intelligence (Arcana) ability check, with the DC equal to 10 + twice the researched spell's level. For each additional multiple of gp expended past the Base Cost according to the Additional Expenditure column, they gain a +1 bonus to this check, to a maximum bonus of +6.

If the character succeeds the check, they learn the spell and add it to their spellbook.

Complications

Every workweek spent in spell research brings a 10 percent chance of a complication, examples of which are on the Research Complications table.

Research Complications
d8Complication
1You accidentally fireball or unleash an uncontrolled magical effect of a similar caliber at a location involved in your research.
2You accidentally polymorph yourself or someone else involved in your research into a frog for 4d8 x 4 hours.
3You discover you require a material that's incredibly rare or dangerous to acquire to continue your research.
4A more powerful being contacts you promising to grant you a piece of knowledge of the spell you seek in exchange for a favor.
5Your spell research attracts undue suspicion from the local populace.
6You realize that your research has brought you closer to understanding a different spell instead of the spell you were originally aiming for.
7You become reclusive and hermitized in your research, isolating yourself from contact with others for extended periods of time and possibly even neglecting your own health.
8The latest experiment in your research has left your mind or body fundamentally altered in some way.


0.00
(0 votes)

Back to Main Page 5e Homebrew Rules

This article is issued from Dandwiki. The text is licensed under Creative Commons - Attribution - Sharealike. Additional terms may apply for the media files.