i have a tendency to go nuts with spells whenever i create a cleric/wizard character

kirinke

First Post
i have a tendency to go nuts with spells whenever i create a cleric/wizard character. Now i know there's a limit to what a cleric/wizard can memorize. is there a limit of spells per level they can actually kno?

Also, outside of a standard glammour, I've been fiddling with the idea of being able to shrink the spell-books for storage and easier transport. The downside is, you can't read/memorize spells while they're shrunk and can only be read when they're normal size.

In addition, i've been mucking around with the idea of adding various protection spells to keep the spell-books from being fried/flamed etc into ash when the wizard goes head to toe with various nasties.
 
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No.

Clerics know 'every' spell, as they just prey to their god and he/she grants them.

Wizards know as many spells as are in their spellbooks, so if hey have every spell, they know every spell.
 

Of course, it's the DM's responsibility to approve sources other than the Player's Handbook. This is especially true for clerics, who would gain an incredible boost from having automatic access to all cleric spells. It's the DM's call which spells to allow to keep things balanced.

IMC, I require clerics to swap out spells on the master list for new spells they want, to maintain a degree of balance. If they want to add to the master list, then they have to spend the time researching new spells (or by some other means of acquiring them, i.e. performing a special quest). I don't treat the gods as transaction bean counters who simply hand over whatever a cleric asks for.
 

hmm

if you roll up a character that isn't first level and is a wizard/sorcerer or other kind of magic user, how about limiting the spells he or she knows to 10 per level or something. then as the adventure progresses, they can scribe more.

and how many spells can a typical spell book (1000 pages for a spell book and 500 pages for a traveling spell book) can hold?
 
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kirinke said:
if you roll up a character that isn't first level and is a wizard/sorcerer or other kind of magic user, how about limiting the spells he or she knows to 10 per level or something. then as the adventure progresses, they can scribe more.

Well, normally the wizard would have whatever free spells their class levels give them (2 per level, all 0 level spells, plus some more based on INT from 1st level).

From there, more spells would come out of their starting wealth...no real need to limit the number known aside from that. If they want to burn out their starting wealth to know lots of spells and end up with little in the way of magic items, then by all means!

DM2
 




*shakes finger

nuh-uh. clerics do not know every spell. and they can't just go and pray to their particular god for spell-rights. the god decides if they need that particular spell and grants it to them.

clerics can only ask. they cannot demand nor assume anything with their god. So pray your cleric's deity is in a good mood when those hordes of rampaging undead is coming at you and you need flame strike in a hurry. :D.
 

kirinke said:
clerics can only ask. they cannot demand nor assume anything with their god. So pray your cleric's deity is in a good mood when those hordes of rampaging undead is coming at you and you need flame strike in a hurry. :D.
Nuh-uh!
My cleric worships Kalizar the Meek - we tell HIM what spells we want, or else! :)
 

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