Depths of the Dungeon Moon
Crafting and Spell Research
Referring heavily to Brendan’s Post.
Adding a spell to your spell book requires you to research it as though it were a new spell. Researching a spell requires a number of weeks equal to the spell’s level. At the end of that time, roll d% to determine if the research was successful. You begin with a 0% chance to research a new spell. This can be increased through several means, described below. If a research attempt fails, success chance is lowered by 20%. The player may either try again without adjusting their success chance, or add additional probability of success as described below.
Research Costs Spending 2000sp x Spell Level is worth a 40% chance to succeed at researching the spell.
Reverse Engineering Destroying a magic item which can produce the spell is worth a 40% chance to succeed. Destroying a magic item with a similar, but not identical spell effect is worth a 20% bonus.
Dissection Dissecting a magical creature which can magically produce the effect you’re hoping to replicate is worth a 40% chance of success. Dissecting creatures with a magic ability which is merely similar is worth a 20% bonus.
Studying another magic-user’s spellbook, or a scroll If another magic user has the spell you wish to research in their spellbook, this is worth a 60% chance of success.
Human Sacrifice Each human sacrificed in a magical ritual (requires them to remain completely subdued for 1 hour at least) is worth 5% for each hit die they have.
Places of Power Some locations are inherently magical, either due to the echoes of past events, or strange connections to other places and times. Some examples are ancient standing stones and sites that exist half in the mortal realm and half in Dream-Land. Performing research for some kinds of spells in certain places is worth a 20% bonus on the research roll.
Self Sacrifice Some magic-users crave power so much that they are willing to give of themselves. You may spend 1d4 ability score points or one hit die for a 50% bonus to a spell research roll. These reductions are permanent. Spells researched through self-sacrifice are said to be more deeply tied to their creator than other spells.
Assistants Magical assistants or apprentices are worth a 20% bonus if they are no less than 2 levels lower than you, OR if they will be able to cast the completed spell. Research assistants who do not meet this criterion are worth 2% each, to a maximum of 10%.
Tutoring If you can convince a magic user as powerful, or more powerful than yourself to personally guide you through the process of crafting a spell that they already know, that is worth a 60% success chance.
Mind Invasion ESP along with a subdued magic-user that has a given spell prepared is much the same as having access to a spell book with the magic formula. Worth a 40% chance. Not for the squeamish or ethical.
Diabolism Demons know a great deal about magic. In exchange for something they value, they will offer a 30% success chance. In exchange for your own personal soul, they will offer a 100% success chance.
Library Libraries of specifically magical texts are worth a success chance of [(Value in Silver Pieces) / (500 * spell level)]%. Newly discovered books are worth only d% of their value, due to duplication.
There are two types of wands: spell wands, and what casters commonly refer to as ‘sidearm wands.’ All wands take only a single week to create.
The magic user may imbue a wand with the powers of a spell they already have in their spellbooks. Doing this requires a base cost of 500 gold * spell level, plus an additional cost of 50sp * spell level for each charge of the spell beyond 1 that the magic user wishes to put in the wand. Max 50.
Wands may be used by the caster who created them as a normal casting action. Casters who did not create them must first succeed on an Intelligence check to use a wand. Non-caster must succeed on an Intelligence Check each time they use a wand.
Sidearm wands cost a 300sp to construct, and require the target to make a save v. magic, or take 1d8 + 1 damage from one of the following elements, determined during the wand’s construction.
Fire, Cold, Lightning
At the end of combat in which the wand was used, roll 1d12. On a 1, the wand has expended its charges, and a new wand must be crafted.
In order to add a spell to a magic staff, the user must be able to cast spells at least 2 levels higher than the one being added.
The max number of spells per staff is equal to 1/3 the caster’s level, rounded down.
Adding a spell to a staff costs 5,000sp/spell level, and allows the wielder of the staff to use the spell at will.
Spells which affect a person can be made into potions, so long as they are known by the potion’s creator. The imbiber will receive the effects of a spell as though it were cast at the lowest possible level.
Potions require an alchemical laboratory of 1000sp * spell level in value, take 1 week, and cost 200sp per spell level to make. With a magic user’s assistance, cleric’s may make potions using these same rules.
All Other Crafting
Something super clever.