Post by Xxsuperheroxx on Feb 23, 2023 21:26:37 GMT -6
Acquisition of Illusionists' Spells
Illusionist do not need the spell reading magic or anything like it in pursuit of their profession. All illusionist spell books are written in secret tongue which every apprentice learns from his or her mentor. This arcane and difficult language is common to all phantasmal magics, and is necessary for illusionistic conjuring. When an illusionist gains read magic at the 14th level (along with several other 1st level magic-user spells), this merely allows him or her to utilize magic-user scrolls that contain spells different from those on the illusionists' list.
When a 1st level illusionist receives his first level spell book from his master, it contains only three spells (read magic being unnecessary). The DM should require the player's character to roll a d12 on the table of 1st level illusionist spells, rolling three times and ignoring any rolls that result in duplication. If a DM feels his or her campaign is unusually difficult, he or she may allow the player to choose one or even two of these initial spells.
Spells Beyond Those at Start:
Naturally, magic-user player characters will do their utmost to acquire books of spells and scrolls in order to complete their own spell books. To those acquired, the magic-user will add 1 (and ONLY 1) spell when he or she actually gains an experience level (q.v.). Therefore, most will be frantically attempting to purchase or cozen spells from non-player characters magic-users.
How you handle NPC magic-users is of utmost importance. There is a special section of rules regarding non-player characters, and you should follow the suggestions therein carefully. By doing so, players will find that their magic-user characters are unable to acquire new spells - at worst - or must pay so dearly for them in money, magic items, and quests that the game is hardly worth the candle. Of course they will pay the price nonetheless, and that will help you to maintain the campaign as fresh and challenging, as it will rid it of excess treasure and give player characters reason to adventure at the same time.
Superior players will certainly co-operate; thus, spells will in all probability be taken to prevent such exchanges - although this co-operation should never be suggested or otherwise encouraged, either. The DM should leave this interaction strictly alone. This is NOT the case when PCs deal with NPC henchmen or hirelings. Non-player character hirelings or henchmen will ABSOLUTELY REFUSE to co-operate freely with player characters, even their own masters or mistresses. Again, this matter is dealt with separately under the section pertaining to the DM's role in operating henchmen and hirelings. As a general rule, they will require value plus a bonus when dealing with liege. If they will deal with other PCs (or NPC) at all, they will require double value plus a considerable bonus. For example, Thigru Thorkisen, Magician in the hire of Olaf Blue Cheeks, a 10th level lord, knows the spell, suggestion; and Olaf's associate, Halfdan the Necromancer, requests that he be allowed to copy this spell into his book of third level spells, If Olaf is willing, Halfdan can approach Thigru. If Halfdan has been at least civil to the Magician, Thigru will ask nothing more than a third level spell in return, plus another spell, plus some minor magic item such as a set of three potions, a scroll of 3 spells, or perhaps a ring of invisibility, if Halfdan had formerly insulted the magician, then the price would be more dear; but supporting the necromancer had actually saved Thigru's life at one time, the cost would be reduced to but a spell exchange and a single potion or scroll of 1 spell.
Naturally, the personality of the henchmen and hireling would modify the bargain to some extent. A very avaricious or greedy NPC would ask for more magic items and/or gold too! As a good DM you will have developed the character of each henchmen and hireling to the extent that such determinations will be relatively easy.
Finally, the ramifications of spell scarcity are bound to aid your campaign, and not only with regards to excess treasure and magic items. A scroll of but a single spell becomes highly meaningful to the magic-users in the game, especially when it is of a spell heretofore unknown. The acquisition of a book of spells from someplace in the dungeons or wilderness of the campaign is a benison beyond price! PC and NPC alike will take great pains to guard scrolls and spell books. Magic-users will haunt dusty libraries and peruse musty tomes in the hopes of gleaning but a single incantation to add to their store of magic.
Illusionist do not need the spell reading magic or anything like it in pursuit of their profession. All illusionist spell books are written in secret tongue which every apprentice learns from his or her mentor. This arcane and difficult language is common to all phantasmal magics, and is necessary for illusionistic conjuring. When an illusionist gains read magic at the 14th level (along with several other 1st level magic-user spells), this merely allows him or her to utilize magic-user scrolls that contain spells different from those on the illusionists' list.
When a 1st level illusionist receives his first level spell book from his master, it contains only three spells (read magic being unnecessary). The DM should require the player's character to roll a d12 on the table of 1st level illusionist spells, rolling three times and ignoring any rolls that result in duplication. If a DM feels his or her campaign is unusually difficult, he or she may allow the player to choose one or even two of these initial spells.
Spells Beyond Those at Start:
Naturally, magic-user player characters will do their utmost to acquire books of spells and scrolls in order to complete their own spell books. To those acquired, the magic-user will add 1 (and ONLY 1) spell when he or she actually gains an experience level (q.v.). Therefore, most will be frantically attempting to purchase or cozen spells from non-player characters magic-users.
How you handle NPC magic-users is of utmost importance. There is a special section of rules regarding non-player characters, and you should follow the suggestions therein carefully. By doing so, players will find that their magic-user characters are unable to acquire new spells - at worst - or must pay so dearly for them in money, magic items, and quests that the game is hardly worth the candle. Of course they will pay the price nonetheless, and that will help you to maintain the campaign as fresh and challenging, as it will rid it of excess treasure and give player characters reason to adventure at the same time.
Superior players will certainly co-operate; thus, spells will in all probability be taken to prevent such exchanges - although this co-operation should never be suggested or otherwise encouraged, either. The DM should leave this interaction strictly alone. This is NOT the case when PCs deal with NPC henchmen or hirelings. Non-player character hirelings or henchmen will ABSOLUTELY REFUSE to co-operate freely with player characters, even their own masters or mistresses. Again, this matter is dealt with separately under the section pertaining to the DM's role in operating henchmen and hirelings. As a general rule, they will require value plus a bonus when dealing with liege. If they will deal with other PCs (or NPC) at all, they will require double value plus a considerable bonus. For example, Thigru Thorkisen, Magician in the hire of Olaf Blue Cheeks, a 10th level lord, knows the spell, suggestion; and Olaf's associate, Halfdan the Necromancer, requests that he be allowed to copy this spell into his book of third level spells, If Olaf is willing, Halfdan can approach Thigru. If Halfdan has been at least civil to the Magician, Thigru will ask nothing more than a third level spell in return, plus another spell, plus some minor magic item such as a set of three potions, a scroll of 3 spells, or perhaps a ring of invisibility, if Halfdan had formerly insulted the magician, then the price would be more dear; but supporting the necromancer had actually saved Thigru's life at one time, the cost would be reduced to but a spell exchange and a single potion or scroll of 1 spell.
Naturally, the personality of the henchmen and hireling would modify the bargain to some extent. A very avaricious or greedy NPC would ask for more magic items and/or gold too! As a good DM you will have developed the character of each henchmen and hireling to the extent that such determinations will be relatively easy.
Finally, the ramifications of spell scarcity are bound to aid your campaign, and not only with regards to excess treasure and magic items. A scroll of but a single spell becomes highly meaningful to the magic-users in the game, especially when it is of a spell heretofore unknown. The acquisition of a book of spells from someplace in the dungeons or wilderness of the campaign is a benison beyond price! PC and NPC alike will take great pains to guard scrolls and spell books. Magic-users will haunt dusty libraries and peruse musty tomes in the hopes of gleaning but a single incantation to add to their store of magic.