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Post by makofan on Nov 26, 2007 10:54:35 GMT -6
I was thinking about Spell rules for Magic Users. Let's take a Seer (2nd-level MU) as an example. A Seer gets two 1st-level spells daily. Page 19, Under "Spells and Levels" The number in each column ... indicates the number of spells of each level that can be used (remembered during any single adventure)...A spell used once may not be re-used in the same day . These are some of my ideas on spells (all valid interpretations I think) 1) Player knows all the spells, can choose which to cast at the moment of action, no memorization necessary. He could even cast the same spell twice (two Sleep spells, for example) 2) Player knows all the spells, can choose which to cast at the moment of action, no memorization necessary. He could not cast the same spell twice (two Sleep spells, for example, but could cast a Sleep and a Charm Person) 3) Player knows all the spells, but must choose which to memorize. He could even memorize the same spell twice (two Sleep spells, for example) 4) Player knows all the spells, but must choose which to memorize. He could not memorize the same spell twice (two Sleep spells, for example, but could memorize a Sleep and a Charm Person) 5) Player knows only a smattering of spells, not the whole list. DM options on which he knows, and whether he needs to memorize in advance or not I would love to hear of people's experiences with any of these methods
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Post by foster1941 on Nov 26, 2007 11:28:32 GMT -6
The D&D FAQ (originally from issue #2 of The Strategic Review) adds some clarifying detail to how spellcasting works which suggests your #3 as the intended method. Supplement I introduced the Int-based "chance to know" and min/max spells per level rules which move things towards your #5 (presumably as a balancing mechanism because Supp I added so many new spells -- if mages were assumed to still have automatic access to every spell they'd be too powerful; the corollary is that if you're using the smaller Vol. I spell-lists that rules like this probably aren't necessary (and are, in fact, probably too limiting)). Your #1 and 2 would make mages more powerful and versatile, perhaps too much so. Your #4 would make mages less powerful and versatile than intended, which might not be desirable either. It's your game, though, so do whatever feels best, perhaps trying out different methods at different times.
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Post by dwayanu on Nov 26, 2007 11:40:36 GMT -6
I recall playing Option #2, which was interesting. The more spells one could cast, the more incentive one had to find creative uses for all the spells on the list.
At one point, I used something like EPT. One chose spells (including duplicates, if desired) up to the number allowed -- but the selection afterward did not change from day to day. Spellcasters thus became specialists (each able to cast only a portion of the corpus). One could always substitute a researched spell for one previously known, so characters tended to end up with multiple castings of their "hallmarks."
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Post by mauricio on Nov 30, 2007 10:07:20 GMT -6
If anyone's interested, the way I use it is not a possible interpretation of that passage, but I like it: you can use any spell you know once. The spells-per-day table is ignored.
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jrients
Level 6 Magician
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Post by jrients on Nov 30, 2007 11:33:17 GMT -6
I have been planning to use either option 2 or 4 in my next campaign. I think I'm going to go with option 4, because I'm exploring additional abilities for wizards beyond the spells/level/day chart.
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Deleted
Deleted Member
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Post by Deleted on Nov 30, 2007 22:28:27 GMT -6
#5 is about right for me. Once again, I'm pretty strict with Magic-Users; 1st level M-U's start with (1) spell in their spellbook...of MY choosing (novices are new to the art, they have no opinions ![;)](//storage.proboards.com/forum/images/smiley/wink.png) ). As for memorization, yes, absolutely. I do, however, have a simple way for them to cast "from the book", if they so choose. When achieving the 2nd level of experience, their teacher will allow them access to an aditional spell of her/his choice (now that they've proven themselves capable in the field, so to speak). I generally let them utilize the "teacher" until 3rd level, which after their mentor teaches them their first 2nd level spell (once again of the teachers' choice, & maybe an additional 1st level one as well), the M-U's pretty much on their own. They can, however, return to the school at any given time (as long as they stay in good standing) to utilize the facilities, or, to even purchase additional spells, if they have the coinage (which they usually never do... ;D).
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Post by tgamemaster1975 on Dec 1, 2007 9:53:18 GMT -6
I use option #3 most of the time, but if I am in Greyhawk supp I then I use option #5.
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