Mystic Laboratories
True men of magic may build, beg, purchase or steal laboratories to decipher or develop spells, circles or wards. Equipping a lab costs 100gp per week of research in components. one third of this cost is in consumable.
Spells require a number of weeks equal to the spell level squared, minus the wizards level, to a minimum of half the basic time. Wizards can normally only research spells of an equal or lesser level to their own. Breaking this rule requires additional weeks of research equal to the basic research time multiplied by the difference in levels.
For example, a 5th level spell researched by a 7th level mage would normally require 18 (5 x 5 - 7) weeks of research. A 3rd level mage would work 22 weeks (5 x 5 - 3), plus an additional 50 weeks ((5 - 3) x 25), for a grand total of 72!
Circles and wards require their PPE cost in weeks of research, minus the researchers level.
Doubling the component costs will reduce the time required by 1/3. Researching at a guild will also reduce this time by 1/3. Purchased, borrowed or stolen spell books and grimoirs will count towards the component cost.
PPE Guidelines
The following are guidelines for determining the PPE cost of spells. For long durations or powerful effects, double the cost. Permanent durations multiply the cost by 10. For spells over 10th level, square the excess to determine the calculated level. E.g. a 13th level spell would be costed as a 19th level spell. (10 + 3 * 3)
Type |
Cost/lvl |
Example |
Detection |
2 |
Detect magic See Wards |
Evocation |
5 |
Fireball Blinding flash |
Summoning |
10 |
Shadow beast Phantom |
Enchantment |
4 |
Fleet feet Fly |
Control |
10 |
Gease Charm |
Necromancy |
4 |
Summon Undead Curse Paralysis |
Healing |
3 |
Cure wounds Restoration |
Illusion |
3 |
Fog of fear Multiple image |