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Basic Spell Research

Being a treatise and discourse on the research of magic in Thardferr, with specifics provided for our Guild, based on work done by Nyrhtlyk, with modifications and addenda from Jhandar and the Helpful Mage.

The subtle art of spell research is a reclusive one that often draws the novice and master alike to try their hand at it. In this matter unlike most others, all practitioners of the art are equal in their ability to imagine new abilities and to define their abilities to an edge that would jade even the most practiced warrior. The accompanying pages are a discourse on the basic requirements of spell research. Whilst a Laboratory is mandatory for any true researcher, other factors emerge as well including time, ability, and additional resources. Please use the links above.

One of the most fundamental abilities of mages is the ability to research new spells that where previously unknown to the mage. This ability is used in two capacities according to the DMG. The first is to create new and unique spells or variants for the wizard’s spell repertoire. The second capacity is to facilitate a wizard learning a new spell and integrating it into his repertoire. This second capacity is most commonly used when a mage encounters a scroll containing a spell he has had no prior knowledge of.

This information has been gathered and compiled by the Helpful Mage. My sources include AD&D source books and materials, and interviews with Thardferr DM's and players. Some of the information I have presented verbatim from these sources. Please do not copy the information from this page for purposes outside of the Thardferr AD&D Campaign setting. The name AD&D, and other related terms, are copyright of Wizards of the Coast and TSR. Reference to copyrighted material in no way constitutes a challenge to the respective copyright holders of that material.