What does it take to learn to cast spells?

Stormborn

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In your campaign world, who can learn to cast spells? Obviously it takes at least a non negative prime ability modifer mechanically speaking, but beyond that what does it take?

Does it require "the gift" (however you may define that) for magic and if so what distinguishes the gift of those who cast spontaneously and those who cast prepared spells?

Does it require long years of study? If so how is that accomplished? Does one need a vast library, labs, and mentors/tutors or can one simply find a spell book and practice?

Can someone with the appropriate mechanical prerequisties learn spells regardless of his or her background and training?

I am especially thinking about how someone born to commoners might become a powerful spell caster, either divine or arcane.

CLARIFICATION: I am not really asking about PC backgrounds. It is assumed that a PC is, by his or her very nature, exceptional. I am talking about how magic users come to be in your (current) Campaign World. For example, FR talks about a kingdom where children are tested for "the gift" at the age of 5 and the recieve magical training for about the next 10 years. In some works of fiction "wizard" seems to be a subrace, either being the only ones who can use magic or just the ones who are best at using it. In others magic users just sort of figure things out and can do it. So, how do people learn magic in your campaign world?
 
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It depends upon the campaign.

Sometimes I just let anyone gain spellcasting ability if they want it.

Other campaigns- like the one I'm designing now- is going to require either a racial tie to magic (for innate casters like sorcerers), divine favor of some kind (for divine spells), or a feat taken at 1st level that lets one unlock mystic secrets (for arcane spells).
 

Generally speaking, wizards need some story training/studying for the spellbook use etc. while sorcerous abilities can pop out of anybody. Clerics can be a touched by the gods thing if the PC wants, but generally people devote themselves to something or get trained by an organization/church/cult that teaches them divine magic. Druidism has other class features like druid tongue and armor restrictions that require them to be part of the druidic traditions in my games rather than spontaneously coming into nature powers. Psionics can come completely spontaneously or be trained. Bards depends on the character story. A fey magic concept character can have untrained bard abilities no problem, but generally I would think of the class abilities as being trained.
 

No "gift" is required for most classes, beyond the necessary mental faculties to do this sort of spellcasting.

You can't just decide to do magic and be flinging fireballs left and right five minutes later (well, not usually).

The "academic" types of magic (especially wizards) need some "training": You'll have to get the basics right, usually by being taught, though you might teach yourself with the right material, and you'll have to get your first spells.

The spontaneous types either need an epiphany (like an extreme situation: He's pounced on by a wild animal, and in panic babbles something and flings his arm out - and the animal is hit by an eldritch bolt) or some serious meditation.

Warlocks and other pact-based spellcasters need that pact - though it can be made by an ancestor and it shows up in a situation similar to the spontaneous types, or at a specified time, like the onset of puberty, or at the 21st birthday.

Divine casters have to be accepted by their deity.
 

First off, in my homebrew all spellcasters have been heavily modified from the versions that appear in the books.

Arcane spellcasters must have a celestial or fiendish ancestor in order to manifest magic.

Divine spellcasters recieve a small portion of the essence of a celestial or fiend through various rituals which enable spellcasting.
 

One level in a spellcasting class, which is exactly as hard to obtain as a level in any other "PC" class.

My world is high-magic. Plenty of folks can cast spells.

Cheers, -- N
 

All of my sensibilities come from the way it's laid out in 1E AD&D.

First, you do need a "gift" in that only 1 in 100 humans have the capacity to gain PC class levels at all. (1E DMG p. 35)
Number of Prospective Henchmen: Human and half-orc characters suitable for level advancement are found at a ratio of 1 in 100. Other races have an incidence of 1 in 50.

Secondly, if you like at the age categories (1E DMG p. 12), you'll see that wizard-types start the game on average 12 years older than fighter-types (33 versus 17 years old average). Presumably fighters are being apprenticed/squired as teenagers to 17, but wizards require about 20 years of training to get to 1st level around age 30+ (for humans).

Following description is from 1E DMG p. 39:
Inform those players who have opted for the magic-user profession that they have just completed a course of apprenticeship with a master who was of unthinkably high level (at least 6th!). Having been a relatively apt pupil, worked diligently, and made every effort to please, master (or mistress, as the case may be) was kind enough to prepare a special present for the character before he or she goes out into the world to seek his or her fortune. At this juncture request the ployer to ready a piece of paper which will go into his or her records as o permonent fixture. Instruct the player to entitle the page "FIRST LEVEL SPELLS KNOWN".
 

I generally employ wizardry and sorcery as not requiring anything in-game other than doing the training (just like any PC class). Arcane power is out there for anyone who wants to use it, it's just a matter of learning a bunch of symbols and gestures.

On the other hand, I do have a warlock player who I forcibly bonded to an evil power in-game, to make his multiclass more interesting. Rarer versions of magic, such as certaain prestige classes or feats, might require a certain race or presence at a certain event, etc.
 

In my homebrew I allow anyone that wishes to expend a feat to gain access to a small number of cantrips per day, chosen by me. I use lots of arcane sourcebooks so there is a plethora of them.
 

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