How do YOU handle new spells?

blackshirt5 said:
Has anybody played around with characters having to hunt down new spells, either from teachers or from books and scrolls?

If you're going to do it, you might want to consider applying similar logic to non-spellcasters. Implementing strict training/mentor rules for fighters, deadly proving grounds for rogues, quests for clerics to prove they're worthy of higher level spells, etc.

Edit: Er, not that clerics are non-spellcasters, but you get my point. :)
 
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I think Wedge has a good idea. Not being to strict but put the same restricts/expectations on all the classes may help them feel they are all in this together. No we wait while the wizard hunts spells. We all have to hunt for teachers, mentors or spend time practicing. Most important factor is let this be a fun part not somethingthat hangs over their head all the time. Sometimes it will be an event that you fast forward through versus spending sessions roleplaying it. Let it be a tool not a burden.

Yeah getting the players input is important. To some extent they will do this by searching for specific spells and such. But also remember if what you say is true then the character doesn't know a spell like fireball exist for example even if the player does. Try to have them phrase what they are looking for more as "I want a spell that can deal with a large group of people at once" Not I want fireball or such. Then you can throw a greater sleep or something unexpected but that fits the bill.

Also Consider doing more variations of spells using metamagic as a guideline. If you screw up and throw out something that is too much or not enough after playing remember that magic is unpredictable and just cause this newly researched spell works great blasting people left and right doesn't mean it doesn't for some reason break down later and work a little less effectively (ie more balanced with other spells of the same level) Or even get a jump in power if it is less than useful. This is somethingyou let players know up front so they aren't surprised by changes later. Just say that all spells except the tried and true ones go through practice/tuning duringthegame.

Later
 

Well on the Clerics(as well as Bards, Rangers, Druids, and Paladins), as already said, have to go learn prayers, the truenames of spirits, or spellsongs, just as Wizards do for new spells.

Fighters, maybe if they've got a Fighting Style(something I'm working on based on Mongoose's Quintessential Fighter book), and Rogues, eh, maybe, but I'm not sure. I mean the idea is that "yeah you're a cleric or a wizard or a druid, you've got the potential to level mountains and darken the skies and draw the soulstuff from thine enemies bodies and crush it into crumbly little crumbs with your magic! All you have to do is find the right spell." Doesn't quite match up in my mind with Fighters and Rogues.
 

It has to do with the guilds and schools, many spells have been deemed too dangerous or have just fallen out of favor. They no longer have that cool factor. Oh, sure some of the old timers know them but that is why they are old timers.

In my games the spells in the book are what is taught by the guilds / temples / schools and I try to build my them with an approved spell list and other spells are found in books.

POP! - like a pop song spells have a popularity, you can build a quick list of the 'hot' spells for each level, this is what every one cast. ;)
 

Well, those're good suggestions, I'll definitely think on that.

how specific should I allow them to specify the type of spell they're looking for? Like for example if one of them saw an enemy mage tossing out a Cone of Cold can they say "well like that last wizard we fought but I want to try to find a blast of acid"?
 

How I standardly do it:

Spells from the PHB are 'common knowledge'. You can pick those when you level.

Spells from other sources are rarer, depending on the source and the spell. You have to find those, steal them, trade for them or invent them yourself.

J
 

For divine casters, if they want to learn non-PHB spells I make them spend what a wizard would have to spend on scribing a spell of that level. They could be burning incense, sacrificing things to their god, or running around the forest naked sprinkling some kind of magical pixie powder or something.

For wizards, I say that you can't learn a spell outside of the PHB if you are a specialist unless it is part of your specialty school.
 

drnuncheon, that was kinda what I was gonna go for, although some of the higher level spells, like wish and limited wish, still aren't gonna be common knowledge spells.
 

My first character who is a sorcerer, I honestly don't really get into explaining her new spells. Although I did explain her last spell gain by saying when she was at Candlekeep she learned she had the ability to cast fireball. I would like to start doing this more often with her.

My other sorcerer is a childlike gnome illusionist. I explained her early spells by saying they were fun tricks she learned how to do very early. I purposely gave her no offensive and few defensive spells when I started her out because having lived a rather privileged life as the granddaughter of her villages founder, she would have had no need for such spells, and thus would not have searched within herself to find out if she could do them or not. As she goes along , she will pick up more offensive and defensive spells as opposed to illusions. This is because as she gets out in the world and sees that there is danger, she'll look within herself and figure out how to master spells to protect herself and her friends.
 

blackshirt5 said:
Well, those're good suggestions, I'll definitely think on that.

how specific should I allow them to specify the type of spell they're looking for? Like for example if one of them saw an enemy mage tossing out a Cone of Cold can they say "well like that last wizard we fought but I want to try to find a blast of acid"?
Demon search engines - summon monster spell, speak with dead, gather information, all give plot elements.
 

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