17 January 2023

Awarding spells to Elves and Magic-Users

We covered the game-mechanical process of collecting new spells in a prior post, but today we will discuss the in-game process of getting new spells and the worldbuilding implications of same. 



We begin by saying that there are only 78 spells: 13 per level times six spell levels. 


A magic-user or elf will start the game having four spells in his spellbook. Two of them are standards that every arcanist must know: Read Magic and Detect Magic. Then we grant two first-level spells: one chosen, and the other assigned at random from the remaining ten. How do arcane casters gain more?


The answer is, they must find them as treasure, capture them from a worthy foe, or negotiate for them with other magic-using types. 


A human or elf spellcaster will never give a spell away. They are the nuclear weapons of D&D, far too valuable to give away gratis. Nor is it likely that a dweomerist will trade a spell, level for level. 


An elf or human wizard who is particularly hard up may sell the knowledge of a spell to a trusted colleague, but never for less than 1,000 GP per spell level, and probably not at all. Usually double this, some some significant magic item, or a quest. 


Henchmen, retainer and hireling NPCs may not want to deal with this at all, and then only with a significant bonus. They will outright refuse PCs who are not their master.


More likely than this, a wizard or dragon may bestow the new spell upon a PC in exchange for exceptional service or the gift of a magic item. 


A sure, albeit expensive way to gain spells is through spell research. In this world, the wizard must have access to a laboratory and library worth no less than 1,000 GP per spell level researched: 1,000 GP for first, 2,000 GP for second, etc. This redoubt takes a month per spell level to construct and can be expanded as needed, provided there is room (but cannot be moved.) Then the wizard must spend 1,000 GP and one week per spell level researched. At the end of the week, the player makes an INT roll to see if the spell is successfully researched. 


Another benefit of the lab is that the player, along with the Referee, may think up a spell not in the list of 78 for that wizard to acquire. 


The most common way to gain new spells, though, is to discover them in old books and scrolls sconced in treasure hoards. By means of Read Magic and a little luck (INT roll,) the endwimmerist in question can add any of the spells to his book. This will destroy a scroll but will not damage a spellbook. 


It takes one day per spell level to copy the spell, and any level spell can be copied even if it is beyond the mentalist’s casting ability at that time. The wizard cannot simply cast the spell from the book, however, because each wizard uses his own cypher to record such secret knowledge. 


These processes suggest certain elements of the setting. Spells are rare and very valuable. There are only a few true wizards, and many will know other wizards by reputation. There used to be more wizards, as evidenced by the many scrolls and books left in hoards. Collecting spells is one way for the wizard to remember his adventures and journeys, for each one will come to him through some unique interaction with the game world. 


On Dwarf and Hobbit arcanists


Do dwarves and hobbits have wizards of their races? The answer is yes. Dwarfs especially use magic for knowledge and defense. However, there are two reasons why we do not see the magic-users of these races. One is that it takes a large investment to raise up a wizard. The practitioner is simply too valuable to allow such agency and the wizard has great responsibility to his fellows. The other is that adventuring is a fundamentally human pursuit. The other races do not do it much, and those who do tend to be the black sheep of their communities. Therefore, is very rare indeed for outsiders to meet or recognize wizards among the shorter kinds. 


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