D&D General Mearls: Spells and Classes

Ah but here you quote the rules for scrolls found as treasure from the DMG. This includes higher level spell scrolls.


The PHB has the rules for scrolls bought as equipment (and crafting allows to craft equipment and not treasure).


The rule for using spell scrolls as equipment, which includes level 0 and level 1 spell scrolls, states that the spell from the scroll must be on your class spell list in order to be used and not a spell you know.


So raw you cant use a spell scroll of true strike which you bought or crafted, unless you multiclass 1 level into a spellcaster.

And I would not rely on the GM dropping you enough true strike scrolls as treasure to use.


Does it make sense to have different rules for using spells depending on if they are found as treasure or not? Of course not, but raw this is the case and there was no errata added to the 2 different rules so this has to be assumed to be intended. (To prevent non spell casters to get easy access to repeatable spells through money )

PHB only has prices. Doesn't say DM has to sell in unlimited quantities or if things are actually available.

I generally sell items more than most. Its mostly basic +1 stuff, common items and things like potions are available. Scroll of true strike sure. More than 1 or 1d6 at best major vendor good luck.

Curated itens if PCs go looking and find a vendor. Reputation matters as well so if they've helped the Harper's or whoever they might sell you a curated items.

Cartographer can craft one scroll a day long with a DM invention domain.

Sample vendor.


Gem:A charismatic elf (M, Nueutrtal) is here. He is a vendor and has the following items for sale. Enspelled staff (cure wounds) 400 gp, a vicious short bow(4000 gp), and 2 elixirs of health (red and bubbly, 1000 gp each) anda potion of heroism (1000gp). Potions. Puglism, extra healing, 2each.

Often a vendor has sidequests as well.
 

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Interesting comments! A few thoughts:

I would not want each class to be so radically different that they were a headache for DMs. I imagine it would be something like this:

* Warlocks have cantrips that do more damage and are a tick better than other classes. Otherwise, they are just cantrips with the pact tag or some other marker that means only warlocks (or characters with pacts) can take them.

* Wizard spells are more powerful than other spells of the same level, but they are accessible only to characters with a spellbook. I have toyed with a casting time of one round as a way to tax them for their better power. OTOH, they are already paying for their power with poor HP and AC.

* Clerics have more bonus action spells and might require a divine tag to select. Or maybe they are a bonus action while you brandish a holy symbol.

The idea would be to have a clearer structure for spells so you can see how a class's design influences the power level of their spells.

The wizard is the clearest fault point. That class is supposed to be getting better spells in exchange for lower HP and AC. But as architected, the system is OK with other classes grabbing those spells. That's the root mistake IMO.

Bards are the one class I would look to completely retool. I think that they'd be a lot more fun with a unique, music-based approach to magic.
Monte Cook Bard from Book of Eldritch Magic 2 was awesome.
 


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