General Rule Regarding the Interpretation and Implementation of Spells:
- The EU default regarding Palladium's material is to not accept that which is potentially implicit, but to restrict interpretation to that which is explicit.
- It takes two days per level of the spell being studied to learn a new spell when one has the appropriate materials to study.
- Access to materials by which one can learn a new spell above fourth level is restricted to materials found while adventuring, and materials obtained through the Collegiate Arcane. The Collegiate will assign quests and costs commensurate with the value of such spells to the character seeking them. Spells beyond eighth level will require the completion of a task/quest in addition to a hefty "donation" to the Collegiate relative to that character's personal wealth and power. Such quests will be run by that character's GM. Good communication between Oracle and the respective GM is highly recommended.
- Levels 1-5: 10,000 credits per spell level; uncommon availability
- Levels 6-8: 15,000 credits per spell level; rare availability
- Level 9 spells cost 20,000 credits per level, or 180,000 credits per spell; very rare availability
- Level 10 spells cost 500,000 credits each; ultra-rare availability
- Spells level 11-15 cost an additional 100,000 per level above 10 (i.e. level 11 spells cost 600,000 credits each, level 15 spells 1 million each); legendary availability
- Prices for spells of legend are set by the relevant GM and can vary wildly depending on availability and from spell to spell. Minimum cost is 2-3 million credits; legendary availability
Record-Keeping:
- All spells being learned will be tracked in a manner similar to that used by Tinkerers and will be assigned their own tracking post in reply to the Tinkerer's Thread in their respective group forum.
- Spells cannot be "traded." -- Spells are not e-clips, folks. A new spell is the equivalent of a new psionic power in gameplay. Even the acquisition of a low-level spell is a permanent expansion of the PCs abilities.
- Spells will always be more difficult to obtain the higher the level the spell. Likewise, spell materials (books, parchments notes, etc.) are of increasing rarity the higher the level the spell.
- Spell scrolls are very, very rare on Rifts Earth. This is canonical, and not up for discussion. The process associated with learning from spell scrolls is also entirely canonical, and not up for discussion.
- "Santa Claus" GMs will receive a spanking if they're found to be lavishing ridiculous rewards, and will have to deal with angry players when such "loot" is surreptitiously removed from that group's/character's accounts. GMs may require a quest via the Collegiate ex post facto for a character to earn such rewards.
- Spells effects which are written into a spell, but which ignore the possibility of protective spells such as Armor of Ithan (which shield the character from physical harm), do not affect a character protected in such a way.