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Archimedes puffed out his feathers as you approached the book "So you want to learn magic do you. Well before we begin you have to know a few things about magic. Read these rules here."

~~~

 

Spell Research Rules

Because of the magic that is in this world, the rules of magic study are loosened slightly from normal, Even non spellcasters could learn a spell or two if they desire but there are limitations,

First, you can only research a number of extra cantrips and spells equal to your proficiency bonus, (this is beyond spells learned by feats/other means), You can cast these learned level spells using your spell/pact slots or once per short/long rest if not a spellcaster. Cantrips can be used at will for all unless other rules say otherwise.

Second, You can only replace a spell known once per 24-hour period. (Classes that have spells that are prepared follow their own rules and restrictions as normal but can add non class spells to their spell lists upon being learned so certain features can be used with them)

Third, You are limited to your spellcasting level (ie the highest spell level you can cast for a class) for casters, non spellcasters can only learn spells up to their proficiency divided by 3 rounded down (Ie. 1 through 4 can only learn cantrips, 5 through 16 can learn up to level 1, 17 and beyond, 2)

Fourth, if you try to learn a spell that is not in your class list, you must roll a spell check of DC 10 plus spell level, with cantrip equaling 1, using the stat you seek to use the spell with (either Int, Wis or Cha) without proficiency (Ie. 1d20+selected stat modifier) A failure means you cannot learn it at this point but can try again after a long rest without additional costs, fail again however and you must pay for some extra tutoring equal to the cost of learning a new class spell or cantrip but then the check gains the proficiency bonus. You may choose to pay for tutoring before a check to gain proficiency or advantage on the roll, double the price if you want both.

~~~

Prices

Learn a cantrip/Cantrip Tutoring = 30gp

Learn a Class spell/Spell Tutoring = 60gp times level of spell

Learn a Non-Class Spell = 90gp times level of spell

~~~

Arthur made a low noise "that's a lot of rules Archimedes."

Archimedes made a noise "yes but if we didn't have rules boy, everything would go topsy turvy."

Hazel giggled "just like that fun thing they have in Paris right."

Archimedes made a noise "let's not talk about that foolish thing. Now then, to use this book just input what you want to find out and go from there"

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OOC: Just some questions about this system. I hope that it is okay to ask them here. (If not I can post this elsewhere.)

 

1. Are we supposed to post in character here in this thread as we talk to Archimedes and his crew?

2. For wizards, will the researched spells be added to her spell book, or do they need to replace an existing spell on her spell book?

3. The way I understand it, she will not get an additional prepared spell, but an additional spell that she can prepare. Is that correct?

4. Will she also have to pay the 50 gp and 2 hours per spell level to add these to her spell book? For a total cost of 110 gp per spell level for a wizard spell or 140 gp per level for a non-wizard spell?

5. So if you want to add your proficiency bonus and advantage before you roll on a spell that is not on your class spell list, the cost is 270 gp per spell level. Is that correct?

6. If you fail after prepaying for tutoring, do you get to roll with the proficiency bonus and/or advantage when you roll again after a long rest?

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I will answer questions here just so if people have similar question they can look it up

1. You can choose to be in character or just write down what spells you are adding

2 + 3. It's not exactly adding to a wizard's spell book but additional knowledge that is being unlocked to the person so that they have more spells options at their disposal. You treat the spells as you would if you had learned them from a feat that gives you spells but they are also added to a class spell list so that they can also be affected by the features you have that only affect class spells.

4. You can do that and that technically would be the total cost but you could also wait until a level up and choose to add the spells to the spellbook then without the cost but if you decide to add your learned spell you can only replace a learned spell once per 24 in game hours

5. 210gp per level for both, 150gp per level for either/or.

6. Yes, You get one free reroll after a long rest after a miss. Then it's an additional 60gp per level per attempt after that.

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Moana-portrait-orange-border.png.4ca1bbdcf7ccf36d342db60233d0126e.pngMoana Waialiki Sea Soul 6

Strength: 10 (+0)
Dexterity: 14 (+2)
Constitution: 14 (+2)

Intelligence: 10 (+0)
Wisdom: 10 (+0)
Charisma: 20 (+5)

AC: 15
HP: 35
PP: 14

 

"This book can teach me magic?" Moana asked as she approached Archimedes. "That sounds interesting. Tell me more."

After listening to all the instructions and asking some clarifying questions, she was ready to try.

"I've heard rumors about others using water magic to revitalize or even heal people. Do you have a spell like that?"

It turned out, there was more than one such spell in the book. She chose the one that seemed the most useful. After a bit of instruction, Moana understood the principles well enough to try herself.

She started browsing other spells, looking for candidates that would work with her magic.

Spells learned
  • Healing Word (90gp)
  • Absorb Elements (60 gp)
  • Feather Fall (60 gp)
  • Fog Cloud (60 gp)

 

Edited by Ayeba (see edit history)
Name
Healing Word (DC 11)
24
1d20+5 19
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aahh-ah.gifPrincess Merida of DunBroch - Character Sheet | Application

AC: 18 |  HP: 52/52 |  PP: 19 |  Speed: 35ft |  Spells: Lvl I 4/4 , Lvl II 2/2 | Hunter's mark 0/1 | Misty Step 1/1


"Ohhh, you've got a real knack for this Mo. Let me give it a go." Scrunching her face over the book she concentrated at it, trying to envision what she wanted, she wasn't great at it, her imagination mostly just drifting around variant of spells she already knew and then settled on a prayer for guidance about what she was doing with the giant tome.

A small chime went off in her mind as she cast the spell for guidance and it suddenly made sense, the witch's crow could be a familiar and Angus was a steed surely, it was possible that she could find them with magic and call them too her... maybe even changing their form like with her summon beast spell... but how did that makes sense? What would happen to their forms where they were? Her brow furrowed and the spell was lost. "Ugh! stupid magic is stupid! I have spells that make friends and share their senses with beasts or summon certain types of them, why can't I get the familiar or steed? Should be the same stupid thing!"

 

Mechanics:

Spent 30+90+180 = 300g

Statblock

[b][url=/sheets/?id=2685197]Princess Merida of Dunbroch[/url][/b] [i][ooc=Human]Wildhunt Shifter[/ooc] Ranger 6 Chaotic Good[/i] [b]AC[/b] 16 [b]HP[/b] 52 [b]Speed[/b] 35ft [b]Str[/b] 12 (1) [b]Dex[/b] 18 (4) [b]Con[/b] 14 (2) [b]Wis[/b] 16 (3) [b]Int[/b] 8 (-1) [b]Cha[/b] 10 (0) [b]Attacks[/b] [b]Longbow +1[/b] +10 1d8+5 [b]Rapier[/b] +7 1d8+4 [b]Shortsword(Highland Dirk)[/b] +7 1d6+4 [b][/b] [b][/b] [b]Background[/b] Folk Hero - [ooc=Rustic Hospitality]Since you come from the ranks of the common folk, you fit in among them with ease. You can find a place to hide, rest, or recuperate among other commoners, unless you have shown yourself to be a danger to them. They will shield you from the law or anyone else searching for you, though they will not risk their lives for you.[/ooc] [b]ASI & Feats[/b] +2 Dex - [ooc=Fey touched]Misty step and Hunter's Mark free to cast 1/day, and added to spell list[/ooc], [ooc=Sharpshooter]Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls. Your ranged weapon attacks ignore half and three-quarters cover. Before you make an attack with a ranged weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If that attack hits, you add +10 to the attack's damage.[/ooc] [b]Race:[/b] Wispbound Human(Wildhunt Shifter) - [ooc=Ability Score Increase] Your Wisdom score increases by 2, Dexterity increase by 1[/ooc], [ooc=Darkvision]You have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.[/ooc], [ooc=Natural Tracker]You have proficiency in the Survival skill.[/ooc], [ooc=Keen Senses]You have proficiency in the Perception skill.[/ooc]. [ooc=Wisping]As a bonus action, you can assume power from the will-o-wisps. Your eyes glow blue and a feint aura surrounds you as you are protected by fate. This transformation lasts for 1 minute, until you die, or until you revert to your normal appearance as a bonus action. When you shift, you gain temporary hit points equal to your level + your Constitution modifier (minimum of 1 temporary hit point). While shifted, you have advantage on Wisdom checks. Once you shift, you can’t do so again until you finish a short or long rest[/ooc], [ooc=Mark the wisps]As a bonus action, you can mark one creature you can see within 10 feet of you. Until the end of your next long rest, your proficiency bonus is doubled for any ability check you make to find the marked creature, and you always know the location of that creature if it is within 60 feet of you. You can't use this trait again until you finish a short or long rest.[/ooc] [b]Class:[/b] Ranger - [ooc=Favored Foe]When you hit a creature with an attack roll, you can call on your mystical bond with nature to mark the target as your favored enemy for 1 minute or until you lose your concentration (as if you were concentrating on a spell). The first time on each of your turns that you hit the favored enemy and deal damage to it, including when you mark it, you increase that damage by 1d6. You can use this feature to mark a favored enemy a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.[/ooc], [ooc=Canny]Choose one of your skill proficiencies(perception). Your proficiency bonus is doubled for any ability check you make using the chosen skill. You can also speak, read, and write 2 additional languages of your choice[/ooc], [ooc=Roving]Your walking speed increases by 5, and you gain a climbing speed and a swimming speed equal to your walking speed.[/ooc], [ooc=Fighting style(Archery)]You gain a +2 bonus to attack rolls you make with ranged weapons.[/ooc], [ooc=Spellcasting]Spellcasting By the time you reach 2nd level, you have learned to use the magical essence of nature to cast spells, much as a druid does. Spell Slots The Ranger table shows how many spell slots you have to cast your ranger spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st-level spell Animal Friendship and have a 1st-level and a 2nd-level spell slot available, you can cast Animal Friendship using either slot. Spells Known of 1st Level and Higher You know two 1st-level spells of your choice from the ranger spell list. The Spells Known column of the Ranger table shows when you learn more ranger spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level. Additionally, when you gain a level in this class, you can choose one of the ranger spells you know and replace it with another spell from the ranger spell list, which also must be of a level for which you have spell slots. Spellcasting Ability Wisdom is your spellcasting ability for your ranger spells, since your magic draws on your attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a ranger spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Wisdom modifier Spell attack modifier = your proficiency bonus + your Wisdom modifier Spellcasting Focus (Optional) At 2nd level, you can use a druidic focus as a spellcasting focus for your ranger spells. A druidic focus might be a sprig of mistletoe or holly, a wand or rod made of yew or another special wood, a staff drawn whole from a living tree, or an object incorporating feathers, fur, bones, and teeth from sacred animals.[/ooc], [ooc=Primal Awareness]You can focus your awareness through the interconnections of nature: you learn additional spells when you reach certain levels in this class if you don't already know them, as shown in the Primal Awareness Spells table. These spells don't count against the number of ranger spells you know. Primal Awareness Spells Ranger Level Spell 3rd.... Speak with Animals 5th.... Beast Sense 9th.... Speak with Plants 13th.. Locate Creature 17th.. Commune with Nature You can cast each of these spells once without expending a spell slot. Once you cast a spell in this way, you can't do so again until you finish a long rest.[/ooc], [ooc=Extra Attack]Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.[/ooc] [b]Subclass:[/b] Horizon Walker [ooc=Detect Portal]At 3rd level, you gain the ability to magically sense the presence of a planar portal. As an action, you detect the distance and direction to the closest planar portal within 1 mile of you. Once you use this feature, you can't use it again until you finish a short or long rest. See the "Planar Travel" section in chapter 2 of the Dungeon Master's Guide for examples of planar portals.[/ooc], [ooc=Planar Warrior] At 3rd level, you learn to draw on the energy of the multiverse to augment your attacks. As a bonus action, choose one creature you can see within 30 feet of you. The next time you hit that creature on this turn with a weapon attack, all damage dealt by the attack becomes force damage, and the creature takes an extra 1d8 force damage from the attack. When you reach 11th level in this class, the extra damage increases to 2d8.[/ooc] [ooc=Stellar Blessing]While in a critical health state (below 50% HP) you may trigger stellar blessing through the following options no action required. You may use each option once per short or long rest: • If you miss with an attack roll, or miss with a saving throw, you can add 2d4 to the roll. • If you are being healed add your character level times 5 to the amount restored. • If you are about to be hit by an attack increase your AC by 5[/ooc]
Princess Merida of Dunbroch
Human Ranger 6 Chaotic Good

AC 16 HP 52 Speed 35ft

Str 12 (1) Dex 18 (4) Con 14 (2) Wis 16 (3) Int 8 (-1) Cha 10 (0)

Attacks
Longbow +1 +10 1d8+5
Rapier +7 1d8+4
Shortsword(Highland Dirk) +7 1d6+4



Background Folk Hero
- Rustic Hospitality

ASI & Feats +2 Dex
- Fey touched , Sharpshooter

Race: Wispbound Human(Wildhunt Shifter)
- Ability Score Increase , Darkvision , Natural Tracker , Keen Senses . Wisping , Mark the wisps

Class: Ranger
- Favored Foe , Canny , Roving , Fighting style(Archery) , Spellcasting , Primal Awareness , Extra Attack

Subclass: Horizon Walker
Detect Portal , Planar Warrior

Stellar Blessing

 

 

Name
Roll for Guidance
18
1d20+3 15
Roll for find familiar
8
1d20+3 5
is guidance allowed?
1
1d4 1
roll for find steed
9
1d20+3 6
if guidance is allowed
1
1d4 1
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In response to Moana

Archimedes made a noise of agreement about the water being able to heal others, "that is true, In fact some books say the body of man is just above half water," He made a huff "no wonder Merlin loves that fish spell so much..." (Moana learns Healing Word)

Upon reaching the spell limit

Archimedes made a noise "oh careful now, you don't want to hurt your head by researching too much."


@Ayeba

(You can only research a number of additional spells/cantrips equal to your proficiency bonus [3]. So remove one of the class spells from your learned list and take back the 60gp)


In response to Merida rant about failing to learn Find Familiar and Find Steed,

Archimedes made a noise "So you would think, but summoning real animals, and summoning familiars and steeds of an otherworldly nature are two different types of magic,"

"if it makes you feel any better." Arthur spoke up "Merlin even told me even he can't learn certain spells including that one without having to taking days to research it."

"Maybe after the mission, I can help you." Hazel stated "I know Find Familiar through nature magic which should be the same as yours right."

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Well, if it is permitted to trade Mickey's two magic items for three additional spells, he'll go with Mage Armor, Counterspell, and Dispel Magic. All are Sorcerer spells, so the cost would be 320gp and he wouldn't have to roll to learn them. That leaves him with 330gp to spend from the initial 750gp. So, since we're rather lean on healing spells on Team: Cauldron, he'll buy six Potions of Healing.

If that's okay.

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@igordragonian12

If you research non druid class spells and pass the check they are added to the druid spell list for you allowing you to prepare them as you would druid spells but when researched at first they are not counted against the spells you already prepared as a druid. You treat those spells as spells you gain from feats with the added bonus of being able to use any spell slot you have and affect them with class features (Some older class features say you must use class spells to trigger certain class feature effects, for example war wizard level 6 feature power surge says that if you deal damage using a wizard spell you add additional damage equal to half your level.)

If you choose to prepare the researched spells replacing normal druid spells you can research more but once you hit your proficiency bonus of additional spells beyond what you can prepare that’s all you can have at your disposal. (This does not affect the spells you unlock via feats or class features however)

@artsmythe

Assuming I allow the trade (which I will) I will allow the three spells to be added to your sheet (you did however miscalculate the costs of the spells they should be 420gp in total)

[Actually it appears to be a typo saying 320 instead of 420 because you say you have 330 left from 750 right after]

Potions of healing and other common to uncommon consumable items are being handed out for free upon request so don’t worry about spending money for those. Now if you want something that isn't a consumable or then you will have to buy it.

 

 

 

 

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4 hours ago, SMARTAgentKC said:

Assuming I allow the trade (which I will) I will allow the three spells to be added to your sheet (you did however miscalculate the costs of the spells they should be 420gp in total)

[Actually it appears to be a typo saying 320 instead of 420 because you say you have 330 left from 750 right after]

Potions of healing and other common to uncommon consumable items are being handed out for free upon request so don’t worry about spending money for those. Now if you want something that isn't a consumable or then you will have to buy it.

Ulp! I apologize for the typo. Sometimes I get a little mathematically challenged. In any case, thank you for accepting the selected spells. I will note the additions on my M-W character sheet and my original application.

I will also make note of the additional Sorcerer class feature, Magical Guidance.

Thank you for making Potions of Healing available to us as a freebie. I wanted the items because I figured we would be getting into combat at least once or twice and could use some insurance even though Aurora as a druid might be able to heal members of Team: Cauldron with her Cure Wounds spell.

As for the remaining 330gp (I hope I got that right!), I'm still debating whether to stick with the Ring of Jumping or trade it in for the communication device. A few questions, though -- do you only purchase one device or is it a set of two like a Sending Stone? If only one device, who would receive the communiques from the possessor?

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Retconning

Removing the following spells:

  • Absorb Elements (60 gp)
  • Feather Fall (60 gp)
  • Fog Cloud (60 gp)

Moana-portrait-orange-border.png.4ca1bbdcf7ccf36d342db60233d0126e.pngMoana Waialiki Sea Soul 6

Strength: 10 (+0)
Dexterity: 14 (+2)
Constitution: 14 (+2)

Intelligence: 10 (+0)
Wisdom: 10 (+0)
Charisma: 20 (+5)

AC: 15
HP: 35
PP: 14

 

"Wow," Moana gasped, "It worked. I am humbled; I didn't know water was capable of something like that. Now I'm wondering what else it is capable of?"

She looked for other spells that could give her water additional capabilities. After some prompting from Archimedes, she landed on another interesting candidate; a spell that could cleanse harmful effects.

"Merida? Do you think you could give me a hand?"

OOC

Begging Merida for a Guidance before attempting to learn Lesser Restoration

Yeah, I'd say that worked fine. Spending 180 gp to learn it.

 

Edited by Ayeba (see edit history)
Name
Lesser Restoration (DC 12) 
29
1d20+1d4+5 20,4
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@artsmythe

you only purchase one device, but when you buy it from Merlin he will 'program' it to be able to communicate with him and whoever else you want to be able to talk too that has one.

@WolfBirch

Done. Both items are no charge. Merlin will talk a moment in the ic topic

@Ayeba

Alright retconning original choices to give lesser restoration. It may come in handy.

 

 

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8 hours ago, SMARTAgentKC said:

you only purchase one device, but when you buy it from Merlin he will 'program' it to be able to communicate with him and whoever else you want to be able to talk too that has one.

Hmmm... It may be a good idea for our teams to be able to keep in touch with the Big M while on our misadventures. It also might be a good idea to be able to communicate with each other when separated. Do the communication stones work like Sending Stones, i.e., only once per day?

On another note, it might be a good idea to let each other know the spells and magic items that each of our characters' have. It might help in making our own decisions at this stage. For Mickey's part, he currently has a Ring of Jumping, but he's leaning towards trading that in for one of the communication devices.

As for spells (after having consulted Merlin's spellbook), he has the following...

Cantrips

  • Fire Bolt
  • Mage Hand
  • Minor Illusion
  • Prestidigitation
  • Shape Water

1st-Level

  • Chaos Bolt
  • Feather Fall
  • Shield
  • Tasha’s Hideous Laughter
  • Unseen Servant (Broom)
  • Mage Armor

2nd-Level

  • Enhance Ability
  • Misty Step
  • Vortex Warp

3rd-Level

  • Fireball
  • Counterspell
  • Dispel Magic
Edited by artsmythe (see edit history)
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