CHARACTER SPELLS


ACQUISITION OF CANTRIPS, MAGIC-USERS MAGIC-USER SPELL BOOKS Types of spell books Cost of spell books Physical aspects of standard books
Physical aspects of travelling books Value of spell books Casting spellls directly from books ACQUISITION OF ILLUSIONIST SPELLS ACQUISITION OF CANTRIPS, ILLUSIONISTS
ILLUSIONIST SPELL BOOKS COST OF MAGIC-USER/ILLUSIONIST SPELL CASTING - - -


 

<note: a precis of the following could be incl. in an 'appendix' on the main MU page>

ACQUISITION OF CANTRIPS, MAGIC-USERS
The number and types of cantrips known and recorded is determined
by random use of the tables on page 30 of this volume. The exception
is the table of useful cantrips -- those which are employed to make
apprenticeship less wearisome.

An apprentice has one useful cantrip
for each point of INT, and is allowed free choice from the list
of 20 offered. For the other five categories of magic-user cantrips, the
number which may be known (selected at random) is as follows: reversed,
2-8; legerdemain, 2-5; person-affecting, 2-8; personal, 2-8;
and haunting-sound, 2-5.

It is possible that an apprentice will have developed other cantrips
over the course of his or her apprenticeship. The DM
must carefully review any proposed cantrip to determine if it is of suitable
nature && power when compared to existing cantrips herein. In
no event is it possible for any apprentice to have developed more than
three new cantrips.

Since cantrips are magickal, they must be read as would a spell. Likewise,
to record one in a spell book or on a scroll, the same procedure
is followed as in recording a spell.

MAGIC-USER SPELL BOOKS

General note: Most of the info in this section applies equally to
spell books for illusionists as well as for M-Us. See the following
section on illusionist spell books for those areas where particular
differences exist.

When a magic-user completes his or her apprenticeship, it is assumed
that he or she has one, or possibly two, spell books.

A Book of First Level Spells will certainly be possessed,
and there might be a Book of Cantrips as well.

The latter depends upon the options of both the DM and the concerned player.
The following applies to all spell books.


 

Question: Can magic-users bring their spell books into
dungeons or on overland adventures?

Answer: It is perfectly all right to bring spell books anywhere one
wishes, but those who are wise will realize several factors which would
discourage this action. From page 39 of the DMG, one sees that a
great deal of uninterrupted time is needed to recover spells, and this
time cannot be taken in a dungeon filled with wandering monsters.
Area-effect spells like lightning bolts and fireballs will ruin books that
are very expensive to replace (check page 115 of the DMG for details
on cost). Damage can also be taken from creatures like blue dragons
and black puddings whose attacks eat away at materials. Simple traps
like falling into a pit filled with briny water can also take their toll on
the pages of a spell book. — J. Ward, W. Niebling
(Update: The cost of replacing spellbooks is detailed in UA).


 
 

Q: Can a magic-user who is already at
his maximum spell level remove a
spell from his book in order to
research a new spell?

A: I assume you mean maximum at that
spell level due to his intelligence. Dropping
a spell from a spell book is allowable.

Some campaigns even allow the magic-user
to exceed the intelligence limit as long
as the character is spending all that time
and money on spell research, though this
should be used only in campaigns in which
money is scarce.
(133.72)


 

Types of Spell Books

There are two kinds of spell books:

1. Standard books,
    each of which contains up to 36 cantrips,
    up to 24 spells of 1st-3rd level,
    up to 16 spells of 4th-6th level,
    or up to 8 spells of 7th-9th level.

2. Travelling books, each of which contains at most one-fourth <(1/4)> of the number of spells possible to be contained in a standard spell book --
    either nine<9> cantrips,
    six<6> spells of 1st, 2nd, and/or 3rd level;
    four<4> spells of 4th, 5th, and/or 6th level;
    or two<2> spells of 7th, 8th, and/or 9th level.
<2. could be worded/formatted exactly as 1., or vice versa. 'up to either' on the first line would prolly be correct>


 

Cost of spell books

A standard spell book costs 1,000 gp for materials, plus an additional
100 gp per spell level for each spell contained therein. (For this determination
and all other similar ones, consider cantrips as 1st-level
spells.) The cost of a new magic-user’s or illusionist’s initial book or
books is assumed to be borne by the new spell caster’s former master,
so the fledgling spell caster will have one or two spell books at no
cost to him or her. Books which are prepared later in a magic-user’s
career (having higher spell-level capacity than “beginning” books)
are not supplied by the character’s master, but must be composed by
the character in question as part of his or her training when the spell
caster is trying to rise to a higher experience level. This composition
will take from 4-7 weeks for each new standard book; the book is composed
during and after the time when other training exercises are taking
place.

These same costs/prices apply when such a book is being manufactured
and composed: Any standard spell book requires a 1,000 gp in-
vestment for materials, plus 100 gp per level for each spell entered
within the book, payable when a magic-user adds a new spell to his or
her repertoire. (Entering a 1st-level spell costs 100 gp, a 2nd-level
spell costs 200 gp, etc.)

A travelling spell book costs 500 gp for materials. The cost of
each spell contained within such a book is the same as the cost for entering
aspell in a standard book. All travelling spellbooks must be fabricated
by the magic-user, or otherwise discovered as treasure by the
magic-user or his or her associates. A PC cannot automatically
possess a travelling spell book at the beginning of his or her
career.

Physical aspects of standard books

A standard spell book is approximately 16 inches in height, 12 inches
wide, and 6 inches thick. (The DM has leeway to reduce or enlarge
this general size, although nothing smaller than 12x12~6in ches or
larger than 18x12x9 inches is recommended.) The weight of a standard
book of median size is 15# (adjusted upward or
downward for varying sizes). The encumbrance value of such a book
is equal to three times its weight (45# or thereabouts), although it is
correct to assume that a volume will fit within an otherwise empty
backpack or large sack.

The cover of a standard book is typically heavy leather - dragon hide
or something similar - inlaid with metal so as to provide both extra
durability and a means to close and secure the book. Vellum pages
are sewn together and secured to a fine, supple leather spine backing.
Pages are secured additionally by fine leather front and back
pieces. It is also usual for such a tome to have vellum stubs at intervals
for insertion of additional pages, although this by no means allows
for any increase or change in the number and types of spells the
book can contain.

Notwithstanding any special protections placed thereon, a standard
spell book has a saving throw equal to that of “leather or book,” and
with + 2 to dice rolls made to save against acid, fireball, disintegration,
and lightning attacks.
 

Physical Aspects of travelling books

A travelling spell book is approximately 12 inches tall,
6 inches wide,
and 1 inch thick;
9x9x1 is likewise a good working size.
The weight of such a book is approximately 30 gold pieces,
and encumbrance rougly 60 gp.
Five such books will fit within a backpack,
twice that number in a large sack.

The cover of a travelling spell book is strong,
supple leather,
such as that from a giant cobra.
The hand-sewn leaves of parchmetn are carefully secured to a fine leather backing and glued to the spine.
The whole is further secured by front and back pieces of vellum.
A small lock or leather ties are typically used to secure the whole.
Pages are very thin and fragile,
so great care must be taken to protect the book when it is in use.

Notwithstanding any special protections placed thereon,
a travelling spell book has a saving throw equal to that of "leather or book,"
with bonuses (as a standard book has) against certain forms of attack.
 

Value of spell books

A standard spell book has an Experience Point Value of 500 points
per spell level contained therein (again, considering cantrips as 1stlevel
spells), and a Gold Piece Sale Value of 1,000 gp per spell level
(applies to all spells, including cantrips). As with any other magical
items acquired, spell books must either be sold immediately or else
the x.p. value taken. This holds true regardless of whether or not any
tome is eventually sold. Thus, a spell book cannot be kept while a particular
spell or spells are transcribed, and then the work sold for the
Gold Piece Sale Value and the proceeds taken toward experience
points.

Casting spells directly from books

In extremis, the DM may allow a M-U to CAST a spell directly
from any sort of spell book just as if the book were a scroll. The book
must be of appropriate sort so that the spell matches the profession of
the caster, ie. M-U spell, M-U spell book. The caster
must be able to know and use the spell in question. (Note that in this
regard, reading directly from a spell book differs from the use of scroll
spells.)

Direct casting of a spell from a spell book automatically destroys that
spell. There is also a 1% chance per level of the spell that the spells
immediately preceding and following the spell cast will likewise be destroyed.
There is an additional 1% chance that the casting oi a spell
directly from a spell book will destroy the entire book. A permanency
spell, for instance, would not prevent a spell from “disappearing”
when cast in this manner; even though writing might remain on the
page, that writing will no longer be magical in nature. These strictures
apply whether a spell caster is using his or her personal book or the
book of another. Read magick is required for one M-U to read
another M-U’s spell book, and a M-U can learn a spell
by reading it from another’s book. This learning process requires 2-8
hours of study per level of the spell, after which time the spell is
learned and thereby immediately usable by the M-U who did
the studying.
 

Question: May a character CAST a spell by reading aloud
from his spell book?

Answer: Absolutely not! The spell books do not contain the power
of, say, a scroll with a spell on it; they are a means for the M-U to en-
able himself to retain a number of magic spells at a single time. Within
the framework of each spell are gestures and moves that must be
done in a special sequence, as well as materials that must be em-
ployed while making the incantation. Simply reading a spell from the
spell book will not cause it to be cast while the other conditions of the
spell remain unfulfilled. — J. Ward, W. Niebling
(Update: ^see above^).
 


 
 


Quote:
Originally posted by Cias the Noble
4) From reading the UA, I concluded that the option allowing magic-users to cast spells directly from their spell books was added with reluctance, and the rules given in the UA essentially allow magic-users of low level to make “cheap” scrolls. Do you feel that this should still be an “official” optional rule, and if so would you alter it’s form?


Optional rules are for the DM to decide in regards to use in his campaign.
I was not averse to allowing casting from a spell book, as it is not cheap.
Replacing one should be a major undertaking.
The only character willing to use that expedient should be one in extremis, or else the campaign is being run too generously by the DM.
When the spell is gone from the book, it can't be read and re-learned.
Creating traveling spell books takes time and effort, money when the proper blank book is located in which to scribe the spells.

Cheers,
Gary


ACQUISITION OF ILLUSIONIST SPELLS

Illusionists begin with a limited book of spells, just as do regular
magic-users. The spells available are divided into three groups; one
from each group will be known by the beginning illusionist.
The illusionist always has read illusionist magic.

The spell groupings are:
 
 
Offensive Spells Defensive Spells Misc. Spells
1. [colour spray] 1. [audible glamer] 1. [change self]
2. [hypnotism] 2. [darkness] 2. [dancing lights]
3. [light] 3. [gaze reflection] 3. [detect illusion]
4. [phantasmal force] 4. [wall of fog] 4. [detect invisibility]
5. [chromatic orb] 5. [phantom armor] 5. (choose)
6. [spook] 6. (choose) 6. (choose)*

* The DM has three options which can be used here:
    1) allow an additional (5th) miscellaneous spell, or
    2) allow re-selection of an offensive spell, this time by the player's choice rather than the die roll
    3) simply assume that the roll means nothing more than choice of a miscellaneous spell, just as a roll of 5 does.

Spells from this work were added to the list of initial spells because of
the limited number of illusionist spells originally given in the PH.
You will note that this has not been done for MUs of the original sort,
since that class already has a sufficient number of spells to select from.

ACQUISITION OF CANTRIPS, ILLUSIONISTS



Illusionists have available to them all of the cantrips that can be
learned and employed by regular magic-users, although an illusionist’s
capacity for such minor magics is different in each category from
that of a regular magic-user (see the list that follows). In addition, illusionists
can learn and employ from 5-8 minor illusion cantrips, none of
which are available to regular magic-users. Except where otherwise
indicated, all properties pertaining to magic-user cantrips likewise apply
to those employed by the illusionist class.

The number of magic-user cantrips available to illusionists in each
category is as follows:

    Useful cantrips: One per point of INT, up to INT minus 3; i.e., an INT with 18 INT can choose 15 useful cantrips from the magic-user list.
    Reversed: 2-5
    Personal: 2-5
    Legerdemain: 3-6
    Haunting-sound: 5-8
    Person-affecting: 2-5

ILLUSIONIST SPELL BOOKS

Illusionist spell books are the same as those of regular magic-users,
with the following exceptions:

    1. Standard spell books contain either 24 spells of 1st or 2nd level,
    16 spells of 3rd or 4th level, or 8 spells of 5th, 6th, or 7th level. If
    1st-level MU spells are known and used by the illusionist,
    he || she must have a new spell book for such spells; this tome is
    essentially a standard work for first level containing up to 24
    spells.

    2. Travelling sepll books hold 6 spells of 1st or 2nd level,
    4 spells of 3rd or 4th level, or but 2 spells of 5th, 6th, or 7th level.

For additional security, illusionists may opt to do their spell books using
illusionary script, which would only be recognizable as such by another
illusionist. A MU may not learn a spell from an illusionist
spell book (and vice versa) even if the illusionist spell in question is
the same in name (and perhaps other respects) as a MU spell.
The magical forces released by the casting of "namesake" spells are
similar to one another, but the way in which that magic is triggered differs
from class to class.

COST OF MAGIC-USERIILLUSIONIST SPELL CASTING


Thunderstaff
 

While the cost of having a cleric cast needed spells is reasonably well
detailed in the Dungeon Masters Guide, the cost of magic-user or illusionist
spell casting was neglected. Rather than giving an extensive
list of spells and costs, the following set of guidelines is provided to
enable the DM to determine a “reasonable” fee for any spell.

Basic costs: A willing magic-user or illusionist will typically work for a
fee of 200 gp per spell level. Double the material component(s), or
material components of at least such value as substitutions, is also
part of the basic fee.

Additional costs: Failure to furnish the material component(s) of a
spell which has components of ordinary sort will incur a surcharge of
10% or three times the value of the component(s), whichever is
greater. Failure to furnish any extraordinary component(s) that may
be needed brings a surcharge of 100% of the casting cost or three
times the value of the component(s), whichever is greater. Spells
which place the caster in danger (including such castings as identify,
which causes a temporary drop in constitution of the caster) require at
least a double fee, and guarantees will be required as well. Spells
which age the caster will be cast only if a counter to such aging is
awarded prior to spell casting, unless the amount of aging is insignificant
to the caster. (A young elf will not be overly concerned about aging
5 years, although a fee of ten times normal might be charged!)

Magic item payment: A magic-user or illusionist will generally accept
some item of magic in lieu of cash or like valuables. In such cases, the
sale value of the item, adjusted downward by the general reaction of
the spell caster to the individual requesting his or her services, is to be
considered the base value of the item. The character and behavior of
the NPC encountered will always be the purview of the DM. Such
character or behavior will, naturally, often affect costs and fees.

Hostile spell casters: In general, a hostile spell caster will either
charge at least double normal fees, or else he or she will simply refuse
to cast any spell whatsoever - unless possibly bribed to do so with
some magic item. Any spell caster of good alignment is quite unlikely
to cast any spell for a character of evil alignment in any event. Again,
adjudication of such events is the realm of the DM.

Spell casting under duress: Use the rules in the Dungeon Masters
Guide for all magic-user and illusionist spell casting under threat,
magical influence, etc.
 

Q. Why isn't there a list of M-U
spell prices in the DMG?
A. Because M-U spells are never
bought in that sense.The detailed
recipe for casting a spell may be
bartered for, usually with details of
other spells (see DMG p39).  the
amounts of cash involved are small,
with magic items and (much more
importantly for a M-U) magickal
knowledge being the chief currency.
    When M-U characters progress
in level they must engage in a
period of training under a higher
level M-U, which is paid for in
cash. Subsumed into the cost of this
training is the acquisition of another
spell.
    Clerical spells have given prices, but
the price is for the effect of the spell,
rather than the spell itself.
(Imagine #5)
 

Q: The information on spell books on
page 79 of Unearthed Arcana does
not match the information as originally
presented in DRAGON issue
#62. Is this an error or an editorial
c h a n g e ?
A: The information in Unearthed Arcana is
correct and applies to all spell books. This
was an editorial change based on playtesting
results.
(155.88)
 

Q. What happens if a wizard loses a
spell book? Are the spells lost/forgotten,
and, if so, how may they be
retrieved?
A. The wizard has effectively lost
1 of his or her recipe books for
spells. Unless he or she kept a copy of
the book then the spells in the book
cannot be re-memorised once used.
    The only option in a case like this is
for the wizard to construct a new
copy of the book, by trading for/stealing/copying
the spells that were
contained within it.  This time,
however, because the spells had
already been in a spell book (and had
been understood), the wizard in
question would not have to check to
see if he or she could know the spell
(Players Handbook p10, Intelligence
Table II.)
    The new spell book would still cost
the same amount in raw material to
make, and wuld take just as long as
the original.
(Imagine #7)
 


SPELL BOOKS
* A standard spell bookcosts 1,000 gp for materials, +plus+ an additional 100 gp per spell level for each spell contained therein.
* (For this determination and all other similar ones, consider cantrips as 1st level spells.)
* This composition will take from 4-7 weeks for each new standard book; the book is composed during and after the time when other training exercises are taking place.

* These same costs/prices apply when such a book is being manufactured and composed:
Any standard spell book requires a 1,000 gp investment for materials, plus 100 gp per level for each spell entered within the book,
payable when a magic-user adds a new spell to his or her repetoire.
* (Entering a 1st-level spell costs 100 gp, a 2nd-level spell costs 200 gp, etc.)

* A travelling spell book costs 500 gold pieces for materials.
 

SPELL BOOKS / TYPES
1. Standard books,
    each of which contains up to 36 cantrips,
    up to 24 spells of 1st-3rd level,
    up to 16 spells of 4th-6th level,
    or up to 8 spells of 7th-9th level.

2. Travelling books, each of which contains at most one-fourth of the number of spells possible to be contained in a standard spell book --
    either nine cantrips,
    six spells of 1st, 2nd, and/or 3rd level;
    four spells of 4th, 5th, and/or 6th level;
    or two spells of 7th, 8th, and/or 9th level.

SPELL BOOKS / COSTS

SPELL BOOKS / VALUE

SPELL BOOKS / CASTING SPELLS DIRECTLY FROM

SPELL BOOKS / STANDARD / PHYSICAL ASPECTS

SPELL BOOKS / TRAVELLING / PHYSICAL ASPECTS

SPELL BOOKS / ILLUSIONIST
 
 




*template***template*



Elfdart wrote:
Colonel,

In UA, you had a rule for PCs casting spell directly from spellbooks with a chance that by doing so, POOF! -the whole book would disappear. IMC, this works out nicely, since PCs have thus lost all but one or two spellbooks and with them, a huge amount of gold since the books are worth so much money. They only remembered to copy spells a few times! :roll:

Was this intentional on your part to get greedy PCs to throw away so much money or is this just serendipity on ours?
 


Hi Elfdart,

As a matter of fact I am often belabored for my cruelty in causing loss of PCs' magic items and money.
I created the rule so as to allow someone in extremis to have a change of survivng,
but that coming with a terrible risk on the theory better a live PC without a spellbook than a corpse with same beside it.

That your players are using the rule in carless fashion is pure serendipity, so enjoy.
It is always good to be able to give marvelous treasures when you know that they will soon be gone;)

Cheers,
Gary
 

Quote:
Originally Posted by Gray Mouser
Heh, another Spell-related question, Colonel.

In Uneartherd Arcana you list the value of standard spell books as 500 Experience Points "per spell level contained therein" (p. 79). Does this mean that if a spell book contained 5 first level spells it would be worth 2,500 XP? I assume that's the case, as a scroll with a like number of 1st level spells would be worth 500 XP.

there is no value listed for travelling spell books, however. Would these tomes be worth the same as a standard spell book or, perhaps because of their less sturdy construction, they would be worth a lesser amount of XP.

Gray Mouser


Salut!

Yes, a 1st Level soell book (traveling or not) with five spells in it would bring 2,500 XP to the magic-user gaining it.

I value traveling spell books using the same base as regular ones. All such works are miniaturized and made of very sturdy materials so as to withstand the wear and tear of being caried about on adventures. Of course the number of spells in such smaller volumes will typically be less than the main spell books, so their XP value will be lower.

Cheers,
Gary
 

Quote:
Originally Posted by Gray Mouser
OK, here's my final spell book question (of the day). UA states that standard spell books can contain "up to 36 cantrips, 24 spells of 1st-3rd level, up to 16 spells of 4th-6th level, or up to 8 spells of 7th-9th level" (p. 79). Travelling spell books, on the other hand, have the following capacities: "nine cantrips; six spells of 1st, 2nd, and/or 3rd level; four spells of 4th, 5th and/or 6th level; or two spells of 7th, 8th and/or 9th level" (p. 79).

Now, does this mean it is possible for a spell book to have spells of various levels in it, or does each spell book have to be dedicated to a specific spell level (like the 1st level spell book a beginning M-U or Illusionist acquires from their master)? Also, if spells of various levels can be contained within a single book do these levels have to be of the groups listed above (i.e., 1st-3rd, 4th-6th, and 7th-9th) or could they be from any level (e.g., a spell book containing spells of all levels from 1st to 9th)? If this last is the case, how would you figure out the number of spells a book can contain given the number/level restrictions?

I know, a complicated question and one that probably has an obvious answer, but this has been bugging me recently as a certain M-U/Thief in my campaign is always on about finding a mage's spell-book (and when he does it's sure to be trapped, perhaps with a [i]Symbol of Death[i] <devious>).

Gray Mouser

PS
Oh yeah, did any of the Greyhawk PC's ever find an entire spell book as opposed to just picking up spells form scrolls?


Lengthy query, short reply 

There is no reason a mage couldn't have a spell book with varying levels of spells. The mu-thief you mention could indeed find a trapped spell book with a symbol of death--but that would be a device that lessened the number of actual spells the book was able to contain.

Greyhawk Campaign PCs have indeed found both traveling and normal spell books--rarely, but on several occasions.

Cheers,
Gary
 

Quote:
Originally Posted by Gray Mouser
Thanks for answering my questions, Gary, I appreciate it.

However, there is one thing I'd like you to clarify if you could. Since you give limits to the number of spells contained in each spell book by the spells' level, how would you determine this number if the spells therein were of various levels more then the 1-3, 4-6, 7-9 groupings? E.g., could a standard spell book that already contained 5 ninth level spells (a great find, indeed) contain an additional 5 sixth level spells, or would this violate the level limit for the spell book?

Hope I'm making sense here.

Gray Mouser


Heh, and I'll quote yor earlier post:

"UA states that standard spell books can contain "up to 36 cantrips, 24 spells of 1st-3rd level, up to 16 spells of 4th-6th level, or up to 8 spells of 7th-9th level" (p. 79). Travelling spell books, on the other hand, have the following capacities: "nine cantrips; six spells of 1st, 2nd, and/or 3rd level; four spells of 4th, 5th and/or 6th level; or two spells of 7th, 8th and/or 9th level" (p. 79). "

A spell book can hold 8 spells of 7th+ level. If 5 are inscribed, that means it is at 5/8ths capacity, so it could indeed contain 6 additional spells of 4th-6th level, or 9 of 1st-3rd level.

Cheers,
Gary