
Finding/Acquiring New Spells
Rule, Magic
Spells above first level have to be obtained by adventuring, library research, trading with other casters, or buying them.
From the book
Beginning casters know all the first level spells of their profession, but anything higher has to be found or obtained before it can be learned. The book suggests several routes.
Adventuring is one: old crypts, ruins and labyrinths sometimes yield scrolls, spell books and other magical gear. Libraries are another. Any respectable library gives about a 10% chance, less 1% per level of the spell sought, of turning up a commonly known spell, rolled once for each day of research; the Game Judge can raise or lower the odds depending on how good the library is.
Spells can also be traded with other casters. A renown check or a save vs Charisma shows how willing the other party is to help, but most intelligent casters will insist on at least fair value and will be wary of what they hand to a possible rival. Finally, a sage or scholar will usually sell spell knowledge for no less than 100 G.P. per level of the spell.
At a glance
- Adventuring
- Crypts, ruins and labyrinths may hold scrolls and spellbooks
- Libraries
- 10% chance (-1% per spell level) per day of research, adjusted for library quality
- Trade
- Renown check or save vs Charisma for cooperation
- Purchase
- At least 100 G.P. per spell level