stringburka |
Since the PFRG Wizard gets all 0-level spells in their spellbook, how do my fellow GMs out there incorporate the addition of new spell material? If a GM elects to include additional material, do those new 0-level spells retroactively get added to the spellbook?
We've always gone with "the wizard starts with all 0th level core spells". Any other spells have to be learnt separately.
Remco Sommeling |
BPorter wrote:Since the PFRG Wizard gets all 0-level spells in their spellbook, how do my fellow GMs out there incorporate the addition of new spell material? If a GM elects to include additional material, do those new 0-level spells retroactively get added to the spellbook?We've always gone with "the wizard starts with all 0th level core spells". Any other spells have to be learnt separately.
+1, though you might allow wizards to exchange some cantrips from core for cantrips from other sources, or allow them to buy extra cantrip scrolls.
james maissen |
Since the PFRG Wizard gets all 0-level spells in their spellbook, how do my fellow GMs out there incorporate the addition of new spell material? If a GM elects to include additional material, do those new 0-level spells retroactively get added to the spellbook?
If the campaign is starting out then the wizards start with all campaign 0-level wizard spells.
If 'new' spells were 'developed' or 'discovered' then they circulate around very quickly.
Basically when new material comes out you decide out of game if they were always there or if they are new. If the former you allow a bit of altering of history, while if the later you merely have it be 'new' to the world.
-James
ZomB |
I would find a way to work them into the campaign. For example
Add them to the spell books of enemy wizards, or have them found in an ancient library, or next to a long dead wizard's body, so they can be treasure. I might make the books trapped or the pages crumbly so the player only gets some of the new cantrips in one go unless he is very careful. He might think he has lost a spell forever should he have a mishap.
Perhaps have one or more of them sold as scrolls in a new area they are exploring or have scrolls arrive by caravan where they are being sold at a markup for their novelty value. Another option is to have them given by the patron of a mission as part of the reward.
The party mage might then be the first to bring new spells into their base town gaining some notoriety.
Thazar |
I allow all core 0-level spells to all wizards. Anything from an official Paizo source can be added as well if you are a specialist wizard and it is from the school of your specialization. Other splat books are on a case by case basis.
I also have a house rule that you can give up one of your "Two free spells" at level up for any two lower level spells. (This allows three spells to be added at level up, but only one of them is of the highest level you can cast.) So using that logic I guess I would also allow a player to give up one of his first level spells for a couple of cantrips too.
Benchak the Nightstalker Contributor, RPG Superstar 2010 Top 8 |
If the campaign is starting out then the wizards start with all campaign 0-level wizard spells.If 'new' spells were 'developed' or 'discovered' then they circulate around very quickly.
Basically when new material comes out you decide out of game if they were always there or if they are new. If the former you allow a bit of altering of history, while if the later you merely have it be 'new' to the world.
Yeah, if I'm allowing new material in my game (like the new APG f'rinstance), I give wizards all the cantrips from it automatically.
I generally explain it (or let the player explain it) the way james does in the quote above, either you've always had them or you just learned them recently.
I can understand why some people limit the freebies to just the Core spells, but I've just never felt like being stingy with cantrips, I mean, they're cantrips.
stringburka |
I can understand why some people limit the freebies to just the Core spells, but I've just never felt like being stingy with cantrips, I mean, they're cantrips.
To me, it's not about being stingy, or power at all. It's about:
1. Not having to rewrite history. I avoid this because it makes the world feel less real and more gamey.2. Offering role-playing opportunities and surprises. Most in my gaming groups haven't been hardcore gamers that see all the new material at the time of their release, but rather play the game the way I offer it so to speak. If they find a new cantrip, it's a good piece of treasure. If they just notice that they've had the spell all the time, it wouldn't give them that enjoyment.
Also, since we play at fairly low levels mostly, even cantrips has a definite worth and if I would say that the wizard hears rumors of a new cantrip that can ignite stuff, they'd probably try to get access to that cantrip (since we don't have Ye Ol' Magic Shoppe either, that's actually an adventure by itself for a 2nd level wizard).
BPorter |
Benchak the Nightstalker wrote:
I can understand why some people limit the freebies to just the Core spells, but I've just never felt like being stingy with cantrips, I mean, they're cantrips.To me, it's not about being stingy, or power at all. It's about:
1. Not having to rewrite history. I avoid this because it makes the world feel less real and more gamey.
2. Offering role-playing opportunities and surprises. Most in my gaming groups haven't been hardcore gamers that see all the new material at the time of their release, but rather play the game the way I offer it so to speak. If they find a new cantrip, it's a good piece of treasure. If they just notice that they've had the spell all the time, it wouldn't give them that enjoyment.Also, since we play at fairly low levels mostly, even cantrips has a definite worth and if I would say that the wizard hears rumors of a new cantrip that can ignite stuff, they'd probably try to get access to that cantrip (since we don't have Ye Ol' Magic Shoppe either, that's actually an adventure by itself for a 2nd level wizard).
These are pretty much my reasons for asking the questions in the first place. I hate retconning items and say "they were always there, you just didn't use them". However, it also doesn't make a great deal of sense to treat core 0-level spells as those "spells everyone learns" as often there are cantrips in other sources that would have greater utility in a mage's day-to-day life.
If I'm choosing between those 2 choices, though, core = free / supplements = learned/researched definitely seems like the better of the choices.
Thanks, folks!
stringburka |
If I'm choosing between those 2 choices, though, core = free / supplements = learned/researched definitely seems like the better of the choices.Thanks, folks!
You can always simply make them easily accessible. A scroll of a cantrip costs 12 gold 5 silver, so if you have anything like "ye ol´ magic shoppe" it should be there. Or it could simply be accessed via any well-sorted library or arcane institution.
MerrikCale |
stringburka wrote:Same here, those are the common spells all wizards learn. Anything outside of those are not common , nor known to all wizards.
We've always gone with "the wizard starts with all 0th level core spells". Any other spells have to be learnt separately.
to me, thats the best way to do it
Russ Taylor Contributor, RPG Superstar 2008 Top 6 |
Malagant |
Since the PFRG Wizard gets all 0-level spells in their spellbook, how do my fellow GMs out there incorporate the addition of new spell material? If a GM elects to include additional material, do those new 0-level spells retroactively get added to the spellbook?
What I do for my campaigns is count the number of core cantrips in the core book which comes out to 20. All wizards and specialist wizards are allowed to start with 20 cantrips of whatever spell schools they are permitted. If the cantrips do not come from core, they require DM approval.
Ramarren |
My solution to inclusion of the APG options (including cantrips) is a time travel sequence. The PCs will be dragged back in time about 20 years in order to prevent the (currently missing) brother of one of the characters from becoming a necromancer.
When they return, a number of things will have changed. Yes, the Wizards will have the extra cantrips, because they were always there. This is the same justification that will be used to allow them to 'respec' their characters in light of the new options available.
Hunterofthedusk |
My solution to inclusion of the APG options (including cantrips) is a time travel sequence. The PCs will be dragged back in time about 20 years in order to prevent the (currently missing) brother of one of the characters from becoming a necromancer.
When they return, a number of things will have changed. Yes, the Wizards will have the extra cantrips, because they were always there. This is the same justification that will be used to allow them to 'respec' their characters in light of the new options available.
You, sir, are my hero. I never gave any thought to explaining the changes, but this is so obvious a choice I can't believe I didn't think of it before
Darkholme |
Hmm. I've always just given wizards a flat x spells of level 0 and let them pick them because I saw this as a problem in 3.0 and thought it was stupid for a wizard to start with hundreds and hundreds of level 0 spells.
I believe I went with: You start with 10.
then found it to be too low. 20 would be the number I'd pick anyway, so the fact that that's the number of cantrips in core is a great coincidence.