Spell Research (5e Variant Rule)

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Spell Research[edit]

This downtime activity is exclusive to wizards. Similarly to how you discover two new spells when you level up as a wizard, you can also research and experiment using time and materials to discover new spells.

Resources[edit]

To research a spell, your character needs a spellbook or equivalent to record their research and experimental results. They also require spellcasting materials and components, as well as time to experiment with them. The time and cost required to do so is listed on the Spell Research table below.

If you have access to a well-stocked library or other repository of arcane knowledge throughout the duration of your work, you can halve the time and cost requirements.

Not all spellcasting materials are consumed in the process of spell research—at least half of your spellcasting materials are not consumed, merely unsuitable for the current line of research, and can reused for other spell research.

Spell Research
Spell Level Time Base Cost Bonus Expenditure
1st 3 days 50 gp 10 gp
2nd 1 workweek 250 gp 50 gp
3rd 2 workweeks 500 gp 100 gp
4th 5 workweeks 1,000 gp 250 gp
5th 10 workweeks 2,500 gp 500 gp
6th 20 workweeks 5,000 gp 1,000 gp
7th 30 workweeks 10,000 gp 2,500 gp
8th 40 workweeks 15,000 gp 5,000 gp
9th 50 workweeks 25,000 gp 10,000 gp

Resolution[edit]

At the end of the working period, the character must make an Intelligence (Arcana) ability check, with the DC equal to 10 + twice the researched spell's level. For each amount of extra gp expended over the Base Cost according to the Bonus Expenditures column, they gain a +1 bonus to this check, to a maximum bonus of +6.

If the character succeeds the check, they learn the spell and add it to their spellbook.

Complications[edit]

Every workweek spent in spell research brings a 10 percent chance of a complication, examples of which are on the Research Complications table.

Research Complications
d6 Complication
1 You accidentally fireball a location involved in your research.
2 You accidentally polymorph yourself or someone else involved in your research into a frog for 4d8 x 4 hours.
3 You discover you require a material that's incredibly rare or dangerous to acquire to continue your research.
4 A more powerful being contacts you promising to grant you a piece of knowledge of the spell you seek in exchange for a favor.
5 Your spell research attracts undue suspicion from the local populace.
6 You realize that your research has brought you closer to understanding a different spell instead of the spell you were originally aiming for.


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