[S12] Spell Research


[S12.1] Modifying Existing Spells

Change SL Difference
Range 0 -> Touch +1
Touch -> 10yL +1
10yL -> 10miL +1
10miL -> Same Plane +1
Same Plane -> Any Plane +1
Range In sight -> Out of sight +3
Duration Inst./1r -> Lr +1
Lr -> Lt +1
Lt -> Ld +1
Ld -> Ly +1
Ly -> Perm. +1
Conc. -> Maintained +3
Area 1 Tg -> 10'cu / 6'r / 2 Tg +1
10'cu / 6'r / 2 Tg -> 20'cu / 12'r / L Tg +1
20'cu / 12'r / L Tg -> 40'cu / 25'r / 4L Tg +1
40'cu / 25'r / 4L Tg -> 80'cu / 50'r / 8L Tg +1
80'cu / 50'r / 8L Tg -> 1mi r +1
1mi r -> 15mi r +1
Save Save:0 -> Save:½ +1
Save:½ -> No Save +1
No Save -> -50% MR +1
-50% MR -> XR instead of MR / -100% MR +1
XR instead of MR / -100% MR -> No MR +3
Effect normal -> +1 die type / +25% +1
+1 die type / +25% -> +2 die type / +50% +1
+2 die type / +50% -> +3 die type / +100% +1
+3 die type / +100% -> +4 die type / +150% +1
Other Spell does not use V/S components +1
Removing one minor restriction +1
Spell can cause healing or a uniquely Priest effect +1
Spell never needs P action +1
Illusion that cannot be disbelieved +2
Spell ignores Abjuration effects +2
Spell ignores Anti-Magic (Godly Magic) +3, min 10
 
All of these modifiers may be applied in reverse to lower the spell level.
L=Level of caster. If you want a set effect, set L=9.
Tg=Target. r=Radius. cu=Cubed. mi=Miles.
Each shift above is applied one at a time, resulting in "intermediate" spells that the researcher also develops.
 
Base Time = (new spell level + 1) weeks (again, this is per shift)
 
Success Rate = LAB + (CL*5) - (# of shifts from original * 10) - (SL*10) % where CL=caster level and SL=spell level.
 
LAB is the rating of the laboratory used, if no lab is being used, LAB=0. A nice, well-stocked lab in a large city would be about LAB=50.
There is a -80% applied to the success rate if caster cannot cast the new spell.
There is no penalty if the caster cannot cast the ORIGINAL spell (i.e. you can use these rules to simplify a spell so you can cast it).
If you fail, you can try again, with a +5% bonus (cumulative) for each time you tried and failed before.
 
Assisted Research:
Assisted research: The second mage adds CL*4 to the above equation, the third adds CL*3, the fourth adds CL*2, the fifth adds CL, each further mage adds 1%. All of the mages involved must be able to cast the new spell, or add only 1%.
 
Lengthy or Rushed Research:
 
Base Time Success
Adj.
Bonus to
next attempt
(SL+1) segments -1.5 0
(SL+1) rounds -1 0
(SL+1) minutes -0.75 0
(SL+1) hours -0.5 0
(SL+1) days 0 0.01
(SL+1) weeks 0.25 0.1
(SL+1) months 0.5 0.5
(SL+1) years 1 10
 
The following can serve as a guide when developing new spells:
 
SL Range Duration Area Save
0 T inst. 1 Tg save:0
1 T 1r 1 Tg save:0
2 T 1r 10'cu save:½
3 10yL Lr 10'cu save:½
4 10yL Lr 20'cu save:½
5 10yL Lt 20'cu save-4:½
6 1miL Lt 40'cu save-4:½
7 1miL Ld 40'cu save-4:½
8 1miL Ld 80'cu no save
9 sameP perm. 80'cu no save
10 sameP perm. 1mi r no save/MR