Post by Xxsuperheroxx on Feb 23, 2023 17:54:20 GMT -6
Acquisition of Magic-User Spells
Inform those players who have opted for the magic-user profession that they have just completed a course of apprenticeship with a master who was unthinkably high level (at least 6th!). Having been a relatively apt pupil, worked diligently, and made every effort to please, master (or mistress, as the case may be) was kind enough to prepare a special present for the character before he or she goes out into the world to seek his or her fortune. At this juncture request the player to ready a piece of paper which will go into his or her records as a permanent fixture. Instruct the player to entitle the page "FIRST LEVEL SPELLS KNOWN".
While the intelligence of the player character will dictate how many and which spells can be and are known, this knowledge is not automatic. Each and every spell, except those which "master" was generous enough to bestow upon the character, must be found somewhere and recorded in the character's spell books. Thus, if Redouleent the prestidigitator, intelligence 15, has a repertoire of 7 spells and finds a scroll with yet another, there is a 65% chance that the spell can be understood by that worthy. if, in fact, it can be comprehended, Redouleent must then record the spell in his book (thus destroying that portion of the scroll, of course), and he is now the proud possessor of 8 first level spells - just 3 short of the maximum he'll be able to know.
returning to the recently-completed apprenticeship, let us now consider the spells given to Redouleent by wise master. Obviously, an apprentice must know how to read magic to be of use to his master. It is also an absolute must to anyone following the profession of magic-user, so that spell is AUTOMATICALLY on each magic-user character's list of known spells. Then select by random means one spell each from the offensive, defensive and miscellaneous categories listed below. Redouleent, or any other player character magic-user will than have a total of 4 - count them - 4 spells with which to seek his (or her) fortune.
Choice should be left to the player. Note that both Nystul's Magic Aura and Tenser's Floating Disc must be located by the character; they can never be known at the start. If your campaign is particularly difficult, you may wish to allow choice automatically. You can furthermore allow an extra defensive or miscellaneous spell, so that the character begins with 5 spells.
Inform those players who have opted for the magic-user profession that they have just completed a course of apprenticeship with a master who was unthinkably high level (at least 6th!). Having been a relatively apt pupil, worked diligently, and made every effort to please, master (or mistress, as the case may be) was kind enough to prepare a special present for the character before he or she goes out into the world to seek his or her fortune. At this juncture request the player to ready a piece of paper which will go into his or her records as a permanent fixture. Instruct the player to entitle the page "FIRST LEVEL SPELLS KNOWN".
While the intelligence of the player character will dictate how many and which spells can be and are known, this knowledge is not automatic. Each and every spell, except those which "master" was generous enough to bestow upon the character, must be found somewhere and recorded in the character's spell books. Thus, if Redouleent the prestidigitator, intelligence 15, has a repertoire of 7 spells and finds a scroll with yet another, there is a 65% chance that the spell can be understood by that worthy. if, in fact, it can be comprehended, Redouleent must then record the spell in his book (thus destroying that portion of the scroll, of course), and he is now the proud possessor of 8 first level spells - just 3 short of the maximum he'll be able to know.
returning to the recently-completed apprenticeship, let us now consider the spells given to Redouleent by wise master. Obviously, an apprentice must know how to read magic to be of use to his master. It is also an absolute must to anyone following the profession of magic-user, so that spell is AUTOMATICALLY on each magic-user character's list of known spells. Then select by random means one spell each from the offensive, defensive and miscellaneous categories listed below. Redouleent, or any other player character magic-user will than have a total of 4 - count them - 4 spells with which to seek his (or her) fortune.
# | Offensive Spells | Defensive Spells | Misc. Spells |
1 | Burning Hands | Affect Normal Fires | Comprehend Languages |
2 | Charm Person | Dancing Lights | Detect Magic |
3 | Enlarge | Feather Fall | Erase |
4 | Friends | Hold Portal | Find Familiar |
5 | Light | Jump | Identify |
6 | Magic Missile | Protection From Evil | Mending |
7 | Push | Shield | Message |
8 | Shocking Grasp | Spider Climb | Unseen Servant |
9 | Sleep | Ventriloquism | Write |
0 | (choose) | (choose) | (choose) |
Choice should be left to the player. Note that both Nystul's Magic Aura and Tenser's Floating Disc must be located by the character; they can never be known at the start. If your campaign is particularly difficult, you may wish to allow choice automatically. You can furthermore allow an extra defensive or miscellaneous spell, so that the character begins with 5 spells.