Learning New Spells

From RPGnet
Jump to: navigation, search
' ' Wizard Level ' ' ' ' ' ' ' ' '
Spell Level Time Required 1-2 3-4 5-6 7-8 9-11 12-14 15-17 18-20 21-24 +4 levels
1 8 hours 25% 35% 45% 55% 65% 75% 85% 95% 99% 99%
2 10 hours nil 25% 35% 45% 55% 65% 75% 85% 95% 99%
3 12 hours nil nil 25% 35% 45% 55% 65% 75% 85% +5% max 99%
4 16 hours nil nil nil 25% 35% 45% 55% 65% 75% +5% max 99%
5 20 hours nil nil nil nil 25% 35% 45% 55% 65% +5% max 99%
6 24 hours nil nil nil nil nil 25% 35% 45% 55% +5% max 99%
7 28 hours nil nil nil nil nil nil 25% 35% 45% +5% max 99%
8 32 hours nil nil nil nil nil nil nil 25% 35% +5% max 99%
9 36 hours nil nil nil nil nil nil nil nil 25% +5% max 99%
% chance given for solo study at given amount of time. % chance cannot exceed 99%.
Every additional 2 hours increases the chance by 5%. Shortening the time decreases the chance by 5% every hour
Add between 10 and 30% if the character is studying in an equipped library or laboratory.
Add 5%/category difference if studying with a higher level spellcaster that does not know the spell.


As an example, a first level magic-user has a 25% chance of learning a new spell on his own after 8 hours of study. If he studies with a level 3 magic-user (one category higher) who does not know the spell he has a 30% chance of learning the spell. If he decides to spend an extra two hours studying with the mage his chance would improve to 35%. Once a check has been failed the character can attempt new checks after every additional given increment of study. Therefore, if the first check is failed, the character can make a second check after an additional 8 hours of study. These eight hourse would also increase the chance of success by 20%.

Note that studying must be done in two hour increments. It is assumed that while travelling the character can study for no more than 2 hours per day (unless travelling on a sailing ship, wagon, etc.). A character can spend a maximum of 4 hours per day and still have time to do other things -- such as shopping, following plot hooks while in town, etc.