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Level of Spell

Time to research in 'missed' adventures.

One

10 (or 20 weeks real-time)

Two

12 (or 24 weeks real-time)

Three

14 (or 28 weeks real-time)

Four

16 (or 32 weeks real-time)

Five

18 (or 36 weeks real-time)

Six

20 (or 40 weeks real-time)

Seven

22 (or 44 weeks real-time)

Eight

24 (or 48 weeks real-time)

Etc

Etc

Roll 1d20

Effect

1

Failure causes researcher severe stroke. Fall into a three-month coma. All spell research is lost in resulting fire.

2

Nervous disorder. Caster is psychologically unable to cast the researched spell (it may be re-learnt after 1 year).

3

Researcher internalises spell taking 20BP's worth of damage and loosing all spell casting ability for the next 10 adventures. He may still increase in Magic Mastery and development in the normal way but spell casting is impossible. These adventures can be played or missed at whim.

4

Spell research is flawed, and proves useless. Start again but the research time involved.

5

Spell research is flawed, and proves useless. Start again but the research time involved.

6

Momentary lapse of concentration delays final research findings, re-roll next week.

7

Another 500gelt payment and your research will be a success

8

Another 250gelt payment and your research will be a success

9

Success Spell learnt at expected level and costs.

10

Success Spell learnt at expected level and costs.

11

Success Spell learnt at expected level and costs.

12

Success Spell learnt at expected level and costs.

13

Success Spell learnt at expected level and costs.

14

Success Spell learnt at expected level and costs.

15

Success Spell learnt at expected level and costs.

16

Success Spell learnt at expected level and costs.

17

Research is a success and you have not spent all the petty cash gain back 250gelt.

18

Research is a success and you have not spent all the petty cash gain back 500gelt.

19

Last minute alteration allows the spell to be cast at 1 level less than expected (minimum level 1).

20

Last minute alteration allows the spell to be cast at 1 level less than expected (minimum level 1) and your enthusiasm allows you to half your research time, the next time you attempt to research a new spell.

1d6 Roll

Time to research in 'missed' adventures.

One

5 (or 10 weeks real-time)

Two

7 (or 14 weeks real-time)

Three

9 (or 18 weeks real-time)

Four

11 (or 22 weeks real-time)

Five

13 (or 26 weeks real-time)

Six

15 (or 30 weeks real-time)

Roll 1d10

Effect

1

Failure causes researcher severe stroke. Fall into a three-month coma. All research is lost in resulting fire.

2

Nervous disorder. Caster is psychologically unable to cast the researched cantrip (it may be re-learnt after 1 month).

3

Researcher internalises cantrip taking 20BP's worth of damage and loosing all spell casting ability for the next 5 adventures. He may still increase in Magic Mastery and development in the normal way but spell casting is impossible. These adventures can be played or missed at whim.

4

Momentary lapse of concentration delays final research findings, re-roll next week.

5

Success, cantrip learnt.

6

Success, cantrip learnt.

7

Success, cantrip learnt.

8

Success, cantrip learnt.

9

Success, cantrip learnt.

10

Success, cantrip learnt.