howandwhy99
Adventurer
I'm making up a wizard at 13th level and I only have so much to spend. Following the guidelines in both the PHB and DMG it's difficult for me to determine exactly what spells cost that are not gained through normal level advancement. Below are my findings.
All 0-level spells,
5+ 1st
4 2nd
4 3rd
4 4th
4 5th
4 6th
2 7th
The DMG also includes a fourth way in the "Learning New Spells" section not included the SRD. Perhaps its only a variant rule, but an option is given for DMs who require game time to be spent on spell research to gain new spells. The cost is 2x the price for an NPC to cast the spell.
Spellcraft checks are required to learn spells. The checks are made against DC = 15 + spell level. (Specialists receive a +2 to their roll for spells within their school)
Failure to learn the spells means the PC can try again after ranks in Spellcraft have increased. Presuming a wizard always increases her Spellcraft rank each level, I've come up a means to determine the number of attempts the wizard gets for each spell based on level.
Caster Level - [+-]((spell level x 2) - 2) = The number of spellcraft attempts to learn
Remember, each check needs to be made based on the Spellcraft Skill Modifier for the appropriate level.
(i.e., the wizard's first attempt to learn a 1st level spell is based on the Spellcraft modifer she has at 1st level. - probably 4 plus her Intelligence modifier. Her next attempt would be at the 2nd level skill modifier, etc. Until the skill check was successful.)
Simplified Guidelines
1. Choose (with your DM) one of the four methods for each spell the wizard wishes to learn. These may differ depending upon the DM's judgement of the availability of the spell.
2. Roll a Spellcraft check for each spell desired, starting at the first caster level the spell is available to the wizard.
(2a. For each failed attempt at Independent spell research, charge the listed cost)
3. When each Spellcraft check succeeds, pay the appropriate purchase and inscription costs.
How does this look? Does anyone see any errors? Any misjudgements on my part?
So, a 13th level Wizard would have the following spells in her spellbook for no cost:SRD said:A wizard begins play with a spellbook containing all 0-level wizard spells (except those from her prohibited school or schools, if any; see School Specialization, below) plus three 1st-level spells of your choice. For each point of Intelligence bonus the wizard has, the spellbook holds one additional 1st-level spell of your choice. At each new wizard level, she gains two new spells of any spell level or levels that she can cast (based on her new wizard level) for her spellbook. At any time, a wizard can also add spells found in other wizards’ spellbooks to her own.
All 0-level spells,
5+ 1st
4 2nd
4 3rd
4 4th
4 5th
4 6th
2 7th
So, other than spells gained at a new level, there are three ways Wizards can add spells. Copying from another wizard's spellbook, another wizard's scrolls, and independent research.SRD said:Spells Copied from Another’s Spellbook or a Scroll
A wizard can also add a spell to her book whenever she encounters one on a magic scroll or in another wizard’s spellbook. No matter what the spell’s source, the wizard must first decipher the magical writing (see Arcane Magical Writings, above). Next, she must spend a day studying the spell. At the end of the day, she must make a Spellcraft check (DC 15 + spell’s level). A wizard who has specialized in a school of spells gains a +2 bonus on the Spellcraft check if the new spell is from her specialty school. She cannot, however, learn any spells from her prohibited schools. If the check succeeds, the wizard understands the spell and can copy it into her spellbook (see Writing a New Spell into a Spellbook, below). The process leaves a spellbook that was copied from unharmed, but a spell successfully copied from a magic scroll disappears from the parchment.
If the check fails, the wizard cannot understand or copy the spell. She cannot attempt to learn or copy that spell again until she gains another rank in Spellcraft. A spell that was being copied from a scroll does not vanish from the scroll.
In most cases, wizards charge a fee for the privilege of copying spells from their spellbooks. This fee is usually equal to the spell’s level × 50 gp.
The DMG also includes a fourth way in the "Learning New Spells" section not included the SRD. Perhaps its only a variant rule, but an option is given for DMs who require game time to be spent on spell research to gain new spells. The cost is 2x the price for an NPC to cast the spell.
Code:
[b]Purchasing access to a spell by level*[/b]
Level Borrowed** Scroll Research(NPC) Independent***
0 0? 12.5 10 1000
1 50 25 20 1000
2 100 150 120 2000
3 150 375 300 3000
4 200 700 560 4000
5 250 1125 900 5000
6 300 1650 1320 6000
7 350 2275 1820 7000
8 400 3000 2400 8000
9 450 3825 3060 9000
*Notice: these do not include expensive focus, material component, or XP costs. Spells that require these are higher than the base cost listed here.
**Borrowed spellbook costs may be more according to the DM's call. See "usually equal to" in the quote above.
***It should be noted these costs are repeated if the Spellcraft check is failed.
Code:
[b]Book inscription costs in gold piece value[/b]
Level Cost
0 100
1 100
2 200
3 300
4 400
5 500
6 600
7 700
8 800
9 900
Code:
[b]Combined purchasing and book inscription costs by level*[/b]
Level Borrowed Scroll Research(NPC) Independent
0 100 112.5 110 1100
1 150 125 120 1100
2 300 350 320 2200
3 450 675 600 3300
4 600 1100 960 4400
5 750 1625 1400 5500
6 900 2250 1920 6600
7 1050 2975 2520 7700
8 1200 3800 3200 8800
9 1350 4725 3960 9900
*Notice: these do not include expensive focus, material component, or XP costs. Spells that require these are higher than the base cost listed here.
Failure to learn the spells means the PC can try again after ranks in Spellcraft have increased. Presuming a wizard always increases her Spellcraft rank each level, I've come up a means to determine the number of attempts the wizard gets for each spell based on level.
Caster Level - [+-]((spell level x 2) - 2) = The number of spellcraft attempts to learn
Remember, each check needs to be made based on the Spellcraft Skill Modifier for the appropriate level.
(i.e., the wizard's first attempt to learn a 1st level spell is based on the Spellcraft modifer she has at 1st level. - probably 4 plus her Intelligence modifier. Her next attempt would be at the 2nd level skill modifier, etc. Until the skill check was successful.)
Simplified Guidelines
1. Choose (with your DM) one of the four methods for each spell the wizard wishes to learn. These may differ depending upon the DM's judgement of the availability of the spell.
2. Roll a Spellcraft check for each spell desired, starting at the first caster level the spell is available to the wizard.
(2a. For each failed attempt at Independent spell research, charge the listed cost)
3. When each Spellcraft check succeeds, pay the appropriate purchase and inscription costs.
How does this look? Does anyone see any errors? Any misjudgements on my part?