I know the question has already been asked...


Savage Tide Adventure Path

Liberty's Edge

but I would like to know how DMs manage the fact that mages learn new spells during their trip to Farshore.

My mage player just asked me about it, and I had been thinking it over and over.

Thanks in advance !

Liberty's Edge

silenttimo wrote:

but I would like to know how DMs manage the fact that mages learn new spells during their trip to Farshore.

My mage player just asked me about it, and I had been thinking it over and over.

Thanks in advance !

If you're asking about their 2 free ones per level, I've always thought of those as something they are working out on their own in their free time. Scribbling ideas down in the margin of their spellbooks and it just gel's in their minds finally (conveniently when they level).

Paizo Employee Creative Director

Yeah... the two freebies are just that. The wizard learns them as he gains a level, and he can pretty much scribble them into his book for free. No time, no cost, no XP drain.


Ditto the others, but also toss in some scrolls or a spellbook as treasure along the way.


You could also explain it by the fact that they actually learned the spells while an apprentice, but don’t actually understand the spells until they reach the appropriate level (whereupon they can scribe the spells in their spellbook as a freebie).

Don’t forget as well that somewhere JJ suggested letting wizard PCs getting more automatic spells per level, something like 4 plus Int bonus per level.


DMFTodd wrote:
Ditto the others, but also toss in some scrolls or a spellbook as treasure along the way.

I support that option wholeheartedly. However, the option of buying them at later dates, say when in Scuttlecove, also exists.


I think the lack of accessibility to resources is meant to level the playing field, if only a bit, for classes who do not rely on purchasing items/bartering goods as seriously.

Actually, STAP seems less concerned with involving the PCs with large, open markets (such as Magepoint from AoW), but with markets where the PCs must try to get the best they can when they can get it. It stands to reason that there will be little in the way of resources once the PCs depart for the wilderness. As such, classes like the barbarian might prove more appropriate (total opposite end of the spectrum, I know).

For instance, a player in my game is playing an artificer, so I'm interested in seeing how he handles himself in the wilds. Will he go into culture shock, or come to be something of a technological force to be reckoned with?

Liberty's Edge

ericthecleric wrote:
You could also explain it by the fact that they actually learned the spells while an apprentice, but don’t actually understand the spells until they reach the appropriate level (whereupon they can scribe the spells in their spellbook as a freebie).

That's exactly what I was thinking.

Thanks, all of you !!


Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
Hierophantasm wrote:

Actually, STAP seems less concerned with involving the PCs with large, open markets (such as Magepoint from AoW), but with markets where the PCs must try to get the best they can when they can get it.

That is, until the PC's reach the Abyss in "Into the Maw" and encounter the crew of the Sapphire Griffon. After that point, they have access to the infinite inventory of the Mercane as long as they have the spells to contact them available.

17th level is a long time to wait however.

Scarab Sages

I was thinking of dropping an ancient Olman text in Tamoachan, essentially a spellbook with a very tough DC to decipher. This way, the character finds it when its needed most: the SWW and beyond, but you as DM can sort of dribble out spells to the wizard.

If you actually have the character try to decipher the script, make sure its fairly tough for them at first, then when the reach Farshore and perhaps pick up the Olman language, make it easier, etc.

I am thinking I am going to make it "Scribblings of an insane Olman Witchdoctor" and just give the PC a new spell when I think its needed: "The mad witchdoctors ramblings begin to make sense, you just discovered how to cast insert spell name here! There seem to be many more arcane formula, but its going to take some effort to make heads or tails of this madmans cipher."

I will probably drop in 1-3 spells as the character levels, totalling roughly 1/2 the caster level in spell levels. Maybe one "useful", one "Might be useful", and one "Why this spell?" each time the caster levels up. I'll dribble them in, so it feels like he's constantly learning them rather than "Ding! New Spell!"

By the time the players reach scuttlecove I'll probably declare that the player has deciphered all the spells.

The Exchange

You can always drop an enemy wizard into the AP with his spellbooks as loot. I'm doing this in a side encounter with slavers in SWW. It would work in ToD nicely as well.


Tessius wrote:
If you're asking about their 2 free ones per level, I've always thought of those as something they are working out on their own in their free time. Scribbling ideas down in the margin of their spellbooks and it just gel's in their minds finally (conveniently when they level).

I tend to house rule it so that Wizards get (2 + Int Modifier) free spells whenever they level up, though you could also change it so that they get a number of spells equal to just their Int Modifier each time (which will more than likely be greater then 2, unless they're just dabbling in magic).

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