
Sean_Powell |
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Hello,
Just finished FoC. Party wizard has Sanvils spell-book and is on very good terms with Kohnir to the point where he can probably copy spells. The adventure path does a good job of saying what spells they have memorized at the time but now what other spells they may have in their spellbooks? Any advice on how to flesh it out? I don't want to give out too much or too little. By my understanding there will be limited opportunities to buy scrolls or similar in scrapwall so the players really need to be prepared before going (or take a detour to Chessed)
Thanks in advance,
Sean

Lord Fyre RPG Superstar 2009 Top 32 |

Hello,
Just finished FoC. Party wizard has Sanvils spell-book and is on very good terms with Kohnir to the point where he can probably copy spells. The adventure path does a good job of saying what spells they have memorized at the time but now what other spells they may have in their spellbooks? Any advice on how to flesh it out? I don't want to give out too much or too little. By my understanding there will be limited opportunities to buy scrolls or similar in scrapwall so the players really need to be prepared before going (or take a detour to Chessed)
Thanks in advance,
Sean
I like to add 1d4 spells per spell level.
Beyond that, are there any spells you think they should have that they don't already?

Sean_Powell |
Sean_Powell wrote:Hello,
I like to add 1d4 spells per spell level.
Beyond that, are there any spells you think they should have that they don't already?
As I don't have the arcanist spell book in front of me that would be hard to say. I think they have gone the entire FoC without realizing that robots are vulnerable to electricity. It might come up if one of them actually decides to try a knowledge engineering check on a robot before attacking it (or it attacking them). I'm tempted to slip in an electricity spell to see if they find it through trial and error.
Mostly I was looking for guidelines. It seemed cheesy for a wizard or magus to only have the spells that they have memorized and all of the cantrips.
Honestly 1d4 seems high for the highest level and insufficient for low levels... but it appears that there isn't a guideline for DM's so I'm good with faking it.

Sean_Powell |
So, We are getting back to our Iron-gods campaign which runs alternately with Mummy Mask so the DM's don't burn out. We hit a snag in Mummy-Mask and I'm looking at Oron Gods and wondering if we are about to hit the same snag again.
The only arcane caster in 'Lords of Rust' is Marrow. That means that there is only 1 spell book and if I'm anticipating things properly the party probably won't take out the Smilers until just before making a final move on Hellion.
Has anyone thought of any way to balance the treasure for book-based arcane casters? With every new character class introduced it seems that old-fashioned wizards get more and more under-represented in campaigns and players with characters which require spell-books get burned as a result.

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The devoid-of-flavor way out is to take this from the CRB:
Adding Spells to a Wizard's Spellbook
Wizards can add new spells to their spellbooks through several methods. A wizard can only learn new spells that belong to the wizard spell lists.
Spells Gained at a New Level: Wizards perform a certain amount of spell research between adventures. Each time a character attains a new wizard level, he gains two spells of his choice to add to his spellbook. The two free spells must be of spell levels he can cast.
Spells Copied from Another's Spellbook or a Scroll: A wizard can also add a spell to his book whenever he encounters one on a magic scroll or in another wizard's spellbook. No matter what the spell's source, the wizard must first decipher the magical writing (see Arcane Magical Writings). Next, he must spend 1 hour studying the spell. At the end of the hour, he must make a Spellcraft check (DC 15 + spell's level). A wizard who has specialized in a school of spells gains a +2 bonus on the Spellcraft check if the new spell is from his specialty school. If the check succeeds, the wizard understands the spell and can copy it into his spellbook (see Writing a New Spell into a Spellbook). The process leaves a spellbook that was copied from unharmed, but a spell successfully copied from a magic scroll disappears from the parchment.
If the check fails, the wizard cannot understand or copy the spell. He cannot attempt to learn or copy that spell again until one week has passed. If the spell was from a scroll, a failed Spellcraft check does not cause the spell to vanish.
In most cases, wizards charge a fee for the privilege of copying spells from their spellbooks. This fee is usually equal to half the cost to write the spell into a spellbook (see Writing a New Spell into a Spellbook). Rare and unique spells might cost significantly more.
Independent Research: A wizard can also research a spell independently, duplicating an existing spell or creating an entirely new one. The cost to research a new spell, and the time required, are left up to GM discretion, but it should probably take at least 1 week and cost at least 1,000 gp per level of the spell to be researched. This should also require a number of Spellcraft and Knowledge (arcana) checks.
You can interpret the bolded section to mean that there are faceless NPC wizards "out there" who are willing to sell you spells. In Chesed, sure. But that's not much help in your case I'd say.
In my take on Scrapwall there will be quite a few more independent NPCs in town, although all of them are feeling increased pressure to "join or die" from the Lords of Rust. One of them could be a wizard of about level 4-5; enough to hold his own a bit, not enough to outshine major NPCs in the story.
Also, you could fit in a few low level wizards among the ratfolk gang.