
Learning New Spells
Rule, Magic
An Intelligence save decides whether a found spell can be learned; failing twice means paying a tutor. Spells from other fields cost experience points and have restrictions.
From the book
Once a spell has been found, the caster rolls a save vs Intelligence to see whether it can be understood. On a success the spell is mastered in 2-7 days. On a failure the caster must study it for a full week and may then try a second save. If that also fails, the only option left is to hire a teacher, such as a sage, scholar or fellow caster, for no less than 100 G.P. per level of the spell. Paid tutoring is expensive, but it never fails and takes one week.
Casters may also reach outside their own profession's fields, a practice called extra-curricular spell research. Each such spell costs 500 X.P. per spell level. Because their sources of power are so different, practitioners of Black Magic can never learn Divine Magic spells, and the reverse is equally impossible. Spells listed as restricted to a particular profession can never be picked up this way, and the normal learning rules above still apply to every extra-curricular spell.
At a glance
- First attempt
- Save vs INT; success = mastered in 2-7 days
- Second attempt
- After 1 week of study, another save vs INT
- Tutor
- Minimum 100 G.P. per spell level; always succeeds in 1 week
- Extra-curricular spells
- 500 X.P. per spell level; Black Magic and Divine Magic cannot cross; restricted spells cannot be learned; normal learning rules apply