Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Dungeons & Dragons
Question about "Minimum # of Spells / Level"
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Man in the Funny Hat" data-source="post: 6073907" data-attributes="member: 32740"><p>The "Notes Regarding Intelligence Table II" in the PH is not just for determining which spells you "know", it also is intended to serve as the means to determine what spells are actually in a casters spellbook. The process of checking to "know" spells is repeated for each level of spells as the caster gains access to them by gaining levels.</p><p></p><p>It does little good to find out how many of the 30 listed 1st level spells your PC "knows" if you then still have no idea what spells are actually going to be in his spellbooks. You can "know" all 30 1st level spells and still be scratching your head as to what spells you have in your books and can actually study and cast. The key sentence is:</p><p></p><p></p><p>I'm guessing here that people are emphasizing the idea that the spells MAY be in your spellbooks - that is to say, they COULD be but just because you "know" the spell doesn't mean you HAVE the spell in your book. But the intent was to create the contents of a spellbook for a 1st level magic-user by this process because without it there WAS NO process to fill out the contents of a new characters spellbook - only the <em>potential </em>spell contents.</p><p></p><p><u>A year later</u>, the DMG presented a COMPLETELY DIFFERENT (and vastly more limited) process for providing 1st level characters with their initial spellbook contents. Everyone now got Read Magic by default - you know it, it is in your spellbook, no roll to "know" the spell is required. Then the remaining 1st level spells are divided into three groups - offensive, defensive, miscellaneous. You roll randomly for a spell from each group (or the DM can elect to allow players to simply choose). Again, you then "know" these spells, you have them in your spellbook, no roll to "know" is required. ALL SPELLS ENCOUNTERED THEREAFTER require that the player roll to "know" them if he wants to transfer them to his spellbook except spells which the character personally successfully researches.</p><p></p><p>The PH method provides a good repertoire of spells for the duration of the game and remains commendable for those who don't care to muck about with the process and are more generous to wizards. The DMG method gives the player a very limited selection to start and then actually give the DM greater control over the "quality of life" for wizards. He can let them choose the intial spells they want and then control what variety of spells and how many they encounter in captured spellbooks and scrolls to potentially add to their books. The recommendation therein is that players be allowed to swap spells freely between themselves but that NPC's and henchmen be the biggest jerks possible about it (thus overcharge disgustingly for spells the PC may want). Both retain the potential for a character to fail to "know" key and highly desired spells.</p></blockquote><p></p>
[QUOTE="Man in the Funny Hat, post: 6073907, member: 32740"] The "Notes Regarding Intelligence Table II" in the PH is not just for determining which spells you "know", it also is intended to serve as the means to determine what spells are actually in a casters spellbook. The process of checking to "know" spells is repeated for each level of spells as the caster gains access to them by gaining levels. It does little good to find out how many of the 30 listed 1st level spells your PC "knows" if you then still have no idea what spells are actually going to be in his spellbooks. You can "know" all 30 1st level spells and still be scratching your head as to what spells you have in your books and can actually study and cast. The key sentence is: I'm guessing here that people are emphasizing the idea that the spells MAY be in your spellbooks - that is to say, they COULD be but just because you "know" the spell doesn't mean you HAVE the spell in your book. But the intent was to create the contents of a spellbook for a 1st level magic-user by this process because without it there WAS NO process to fill out the contents of a new characters spellbook - only the [I]potential [/I]spell contents. [U]A year later[/U], the DMG presented a COMPLETELY DIFFERENT (and vastly more limited) process for providing 1st level characters with their initial spellbook contents. Everyone now got Read Magic by default - you know it, it is in your spellbook, no roll to "know" the spell is required. Then the remaining 1st level spells are divided into three groups - offensive, defensive, miscellaneous. You roll randomly for a spell from each group (or the DM can elect to allow players to simply choose). Again, you then "know" these spells, you have them in your spellbook, no roll to "know" is required. ALL SPELLS ENCOUNTERED THEREAFTER require that the player roll to "know" them if he wants to transfer them to his spellbook except spells which the character personally successfully researches. The PH method provides a good repertoire of spells for the duration of the game and remains commendable for those who don't care to muck about with the process and are more generous to wizards. The DMG method gives the player a very limited selection to start and then actually give the DM greater control over the "quality of life" for wizards. He can let them choose the intial spells they want and then control what variety of spells and how many they encounter in captured spellbooks and scrolls to potentially add to their books. The recommendation therein is that players be allowed to swap spells freely between themselves but that NPC's and henchmen be the biggest jerks possible about it (thus overcharge disgustingly for spells the PC may want). Both retain the potential for a character to fail to "know" key and highly desired spells. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Question about "Minimum # of Spells / Level"
Top