Well-Adjusted Spell Costs for Real Wizards
In my upcoming campaign, I am going to adopt the following
spell EXP costs. At first, I had shied away from these cost as being
"too radical." But, I changed my mind.
I will make a difference between "learning" and "reseaching" a spell.
The Cost of Learning a Spell
This is the easiest way of gaining spell knowledge. It requires that the
spellcaster have a tome or scroll or teacher who imparts the spell
knowledge to the spellcaster. Learning any spell of any level (except
petty) costs 100 EXP (flat), just like a skill. Petty magics still cost
50 EXP.
The Cost to Research a Spell
Researching is the hard way to learn spells. It requires that the
spellcaster have some idea of the spell he wants to research and takes a
great deal of time. The details of the research are left up to the GM,
but it should take 1D3 months per spell level (or 1D3 weeks for petty
magic). At the end of this period, the spellcaster expends the required
experience points (see below) and makes a spell learning test as normal.
The experience point cost of researched spells depends on whether the
spell is "known" or "unknown." Known spells appear in the Great Tome of
the Old World (ie, the rulebook) and cost 200 EXP per level of the spell
(the canon cost for spells), 100 EXP for petty magic. Unknown spells are
spells the spellcaster wishes to create that are completely original.
They cost 300 EXP per level of the spell, 150 EXP for petty magic.
Based on recent discussion on the list and my own research into this
problem over the past week, I am fairly convinced that greatly reducing
spellcaster's learning-a-spell costs will have no effect on "play
balance."
One can only hope that the outrageously imbalance against spellcasters
hasn't escaped the attention of the good folks at Hogshead...
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