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"A novel incantation to call up a minor flame, for the warming of food and drink. Take one pinch of salt, and incant....."
Fragment of paper found in the burnt out ruin of the tower of Raskar Capac the Experimentalist.
A wizard in the lands of Shalazar is a person of power, capable of learning many incantations from the variety of spells developed over the years by great wizards. But even a puissant wizard may not know a spell to work exactly the effect he desires. At this point, he might go forth and seek out the writings of the ancients, and hope that someone else has developed a suitable spell. Alternatively he can gird up his loins, take up his own books of lore, and settle down in his laboratory to work out the spell for himself. The ability to create new spells is determined by a wizard's Arcane Lore, but no matter what his lore no wizard can develop a spell more powerful than he himself can cast. For a wizard with Arcane Lore 5, the process will take the following amount of time:
For each level lower of lore, 1 additional minor action is required. No more than 1 spell research action can be taken in a turn. Spell research is a time-consuming activity! However a well-equipped wizard can reduce these times. If he possesses a magical laboratory he can reduce those times by 1 action by working on the spell there, although this will require him to spend most of his time in the location of his lab. If he additionally has access to a suitable library of arcane books he can further reduce the times by an additional action. This can allow a highly skilled mage to research 2cd level spells with but a minor action, and even to research two 1st level spells with a single minor action.
Those depraved souls who study the necromantic arts operate in the same manner, but use their foul Necromantic Lore in place of honest arcane wisdom.
The creation of spells is a chancy business, whose results cannot be guaranteed. To create a spell, a wizard starts by planning what he wants the spell to do. However, as research progresses, the final spell may wind up rather different to how it is intended. The inventor may even fail altogether, or wind up with a spell with unexpected effects, especially if he seeks to create a spell that stretches the limits of magic.
OOC Note: The first action of spell research should contain a rough description of how you want the spell to work. In turnsheeting, your GM will tell you how you think the spell will actually work. At that point you can decide whether to complete the research and create the spell, or to stop work.
"No. you fool! I said brass cogs, not copper cogs. How can you be so stupid! Why am I cursed with such a idiot of an apprentice!"
"Old fool, it doesn't matter. Look...."
Last works of Vincent the Venerable and his apprentice Nebbler, before their untimely death at the brooms of his mechanical cleaner.
The production of Alchemical items is a costly and time-consuming process. The more complex and powerful the item, the longer it will take to manufacture, and the more rare and costly components will be required. The more skilled the alchemist, the more they can produce from simple ingredients, and the faster they can work. However skilled alchemists are rare, and the demand for their work is greater than they could supply. The Guild of Alchemists has great halls, where dozens of apprentices slave under the guidance of their masters, working on projects whose complexity is beyond their own skills. A single alchemist of great skill (Rank 5) can produce items at the following rate, assuming access to a fully equipped laboratory and all neccesary ingredients:
Less-skilled alchemists work on items of their own level at the speed a master works on those of level 5. However, a master can use apprentices to reduce the time taken. Each assistant can perform one minor action, and a master can use up to his own rank in apprentices effectively. Without a fully equipped laboratory, all times are doubled, and without costly ingredients the creators skill is effectively reduced by 1.