An alternative to using spellbooks.


Homebrew and House Rules

Dark Archive

Idea (as I posted in another thread):
Say you want to make a wizard character. Instead of requiring a spellbook, why not put Spellcraft to use? At first level, you have "memorized" a number of spells equal to your INT modifier. You gain 3 bonus spells per rank of Spellcraft. One of these spells must be a specialist spell, or any spell in the case of a Univeralist.

I know this doesn't address learning more spells on your own time. I'll get to that later. I just want to see how this idea pans out first.

Thoughts?


Jason Beardsley wrote:

Idea (as I posted in another thread):

Say you want to make a wizard character. Instead of requiring a spellbook, why not put Spellcraft to use? At first level, you have "memorized" a number of spells equal to your INT modifier. You gain 3 bonus spells per rank of Spellcraft. One of these spells must be a specialist spell, or any spell in the case of a Univeralist.

I know this doesn't address learning more spells on your own time. I'll get to that later. I just want to see how this idea pans out first.

Thoughts?

Three bonus spells per rank of Spellcraft?

So, you want to remove the balancing force of the Spellbook. What do you intend to replace that balancing force with?


Jason Beardsley wrote:

Idea (as I posted in another thread):

Say you want to make a wizard character. Instead of requiring a spellbook, why not put Spellcraft to use? At first level, you have "memorized" a number of spells equal to your INT modifier. You gain 3 bonus spells per rank of Spellcraft. One of these spells must be a specialist spell, or any spell in the case of a Univeralist.

I know this doesn't address learning more spells on your own time. I'll get to that later. I just want to see how this idea pans out first.

Thoughts?

A Wizard just isn't a wizard without the versatility the spellbook provides. If I'm playing a wizard, it's to have dozens of available spells, not a handful (admittedly more than a sorcerer, but still not enough).

You could just allow wizards to prepare spells from memory with a Spellcraft roll. This lets them try to prepare spells if they lose their spellbook (or copy those spells down from memory to replace them) so that they don't get entirely crippled from its loss. The DC on this should be non-trivial, probably something in the order of DC15 + 2 per spell level, one attempt per day unless the spell is already prepared. The main problem with this, though, is the amount of die rolls required during spell preparation every game day.

What you could do is simply let Wizards prepare spells from memory if they lose the spellbook, but force the Spellcraft check upon spellcasting. At least that would add drama (did I prepare it right?) and spread out the rolling of dice.


Jason Beardsley wrote:

Idea (as I posted in another thread):

Say you want to make a wizard character. Instead of requiring a spellbook, why not put Spellcraft to use? At first level, you have "memorized" a number of spells equal to your INT modifier. You gain 3 bonus spells per rank of Spellcraft. One of these spells must be a specialist spell, or any spell in the case of a Univeralist.

I know this doesn't address learning more spells on your own time. I'll get to that later. I just want to see how this idea pans out first.

Thoughts?

Assuming the wizard has at least an 18 INT score at character creation:

4 (starting INT mod) + 3(Spellcraft ranks)

Counting cantrips against the wizard's limit:
Lvl 1 Wizard: 7
Lvl 1 Sorcerer: 6 (4 cantrips)
Difference - 1

Lvl 5 Wizard: 19
Lvl 5 Sorcerer: 12 (6 cantrips)
Difference - 7

Lvl 10 Wizard: 34
Lvl 10 Sorcerer: 24 (9 cantrips)
Difference - 10

Lvl 15 Wizard: 49
Lvl 15 Sorcerer: 36 (9 cantrips)
Difference - 13

Lvl 20 Wizard: 64
Lvl 20 Sorcerer: 43 (9 cantrips)
Difference - 21

Giving the wizard free cantrips, minus any prohibited schools:
Lvl 1 Wizard: 7
Lvl 1 Sorcerer: 2
Difference - 5

Lvl 5 Wizard: 19
Lvl 5 Sorcerer: 6
Difference - 13

Lvl 10 Wizard: 34
Lvl 10 Sorcerer: 15
Difference - 19

Lvl 15 Wizard: 49
Lvl 15 Sorcerer: 27
Difference - 22

Lvl 20 Wizard: 64
Lvl 20 Sorcerer: 34
Difference - 30


how about give them mana points that allows them to cast and just dispose of the sorcerer all together

Dark Archive

LilithsThrall wrote:
Jason Beardsley wrote:

Idea (as I posted in another thread):

Say you want to make a wizard character. Instead of requiring a spellbook, why not put Spellcraft to use? At first level, you have "memorized" a number of spells equal to your INT modifier. You gain 3 bonus spells per rank of Spellcraft. One of these spells must be a specialist spell, or any spell in the case of a Univeralist.

I know this doesn't address learning more spells on your own time. I'll get to that later. I just want to see how this idea pans out first.

Thoughts?

Three bonus spells per rank of Spellcraft?

So, you want to remove the balancing force of the Spellbook. What do you intend to replace that balancing force with?

Making Spellcraft and/or K:Arcana more attractive by implementing them in the process of casting spells.

To be honest, if I really had the time, the patience, and the energy, I'd just do something like Iron Heroes + Dragonlance 5th Age RPG. But, for now, I'm just focusing on the spellbook.

It's never really been utilized in any game I've ever been in. It's just not important. It's just seen as an obligatory piece of equipment ALL wizards are forced to buy. That, and the spell pouch. They're just not useful, or they don't seem useful in games i've played in, I should say.

I know it's a game of stereotypes, but do all wizards really have to cast from a spellbook?


Jason Beardsley wrote:
I know it's a game of stereotypes, but do all wizards really have to cast from a spellbook?

I've never really considered a wizard dependant on spellbooks. I personally see wizards as scholar-casters who like books and can learn from books. I like the flavor of magical books that grant spells -- not magical books that have to be read everyday for you to function.

[tangent]
This is the way I've always seen it:

- all magic is from the same source, the universe
- this includes divine, psionic, incarnum, bardic, etc.
- how the magic is channelled and released makes up the class' style

If divine magic can only be gained from deities, why can an atheist cleric (allowed in Core rulebook through GM approval) cast spells? There's other examples (druid, paladin, oracle), but the simple fact that the game does not want to restrict playstyles means that magic is just another class ability to be flavored any way the players and GMs want. Sure, campaign settings restrict these choices, however the core of the game allows choice.

In 3.5, erudites learned their powers similar to a wizard and didn't need a psychic bauble to 'hold' those powers, so with this the need for a wizard to maintain a spellbook doesn't exist in my eyes. Not to mention that I've always seen that as flavor I didn't like.
[/tangent]

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