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General Tabletop Discussion
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Should I allow the Spell Compendium in my campaign?
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<blockquote data-quote="Onyx" data-source="post: 3668499" data-attributes="member: 15913"><p><strong>My solution</strong></p><p></p><p>While this suggestion may not fit everyone's game like a glove, I've found it working quite well in my home brewed game as well as actually adding to the flavor of the game.</p><p></p><p>In order to gain access to a non-phb spell, any spell caster (even divine spell-casters, explained later) have to undergo the dmg spell research rules to determine if the spell is even viable. This allows dm's fiat to be enforced with an ingame mechanism for control. However, I go a step further: once they have discovered the spell is viable, they must then construct the spell. I use the Spellcraft skill as a Craft check and arrange the cost for the spell at spell-level squared x 100 (1x1x100 [100] for 1st level, 9x9x100 [8100] for 9th level). Unlike a standard craft check, the final cost is calculated in gold pieces per week rather than silver.</p><p></p><p>What this does is create an air of mystery where unique spells are concerned. Fighting a BBEG who casts Fireball isn't nearly as cool as fighting one whos signature spell is Orb of Force. All of the sudden the spells each player has crafted become a status symbol, as well as a potentially sought after commodity. It works both ways too. IMC we had a group who had purchased a sailing ship hire a ships wizard because he had developed a spell called 'Locate City' which could help them find ports along the way.</p><p></p><p>This also applys for divine spell casters who have to consult religious texts, meditate with rare incense, etc in order to assure their spell request isn't outside of acceptable parameters. The downside is that divine casters without the scribe scroll feat really don't have any way of treating their new spell as a trade item, where as a wizard (for example) could do quite well for himself if he had a spell in demand.</p></blockquote><p></p>
[QUOTE="Onyx, post: 3668499, member: 15913"] [b]My solution[/b] While this suggestion may not fit everyone's game like a glove, I've found it working quite well in my home brewed game as well as actually adding to the flavor of the game. In order to gain access to a non-phb spell, any spell caster (even divine spell-casters, explained later) have to undergo the dmg spell research rules to determine if the spell is even viable. This allows dm's fiat to be enforced with an ingame mechanism for control. However, I go a step further: once they have discovered the spell is viable, they must then construct the spell. I use the Spellcraft skill as a Craft check and arrange the cost for the spell at spell-level squared x 100 (1x1x100 [100] for 1st level, 9x9x100 [8100] for 9th level). Unlike a standard craft check, the final cost is calculated in gold pieces per week rather than silver. What this does is create an air of mystery where unique spells are concerned. Fighting a BBEG who casts Fireball isn't nearly as cool as fighting one whos signature spell is Orb of Force. All of the sudden the spells each player has crafted become a status symbol, as well as a potentially sought after commodity. It works both ways too. IMC we had a group who had purchased a sailing ship hire a ships wizard because he had developed a spell called 'Locate City' which could help them find ports along the way. This also applys for divine spell casters who have to consult religious texts, meditate with rare incense, etc in order to assure their spell request isn't outside of acceptable parameters. The downside is that divine casters without the scribe scroll feat really don't have any way of treating their new spell as a trade item, where as a wizard (for example) could do quite well for himself if he had a spell in demand. [/QUOTE]
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