T O P I C R E V I E W |
jinat |
Posted - 24 Jul 2004 : 14:00:32 Can a character multi-class into a wizard inbetween dungeon exploration sessions. I mean where does he get a spellbook from, how did he learn spells? |
12 L A T E S T R E P L I E S (Newest First) |
Sourcemaster2 |
Posted - 27 Jul 2004 : 05:53:01 Under Azuth's deity description, it is mentioned that his clergy sometimes gives away spellbooks to those with the potential to become wizards. |
Karesch |
Posted - 26 Jul 2004 : 02:22:41 *chuckles* indeed. fair enough, I submit :P
K |
Bookwyrm |
Posted - 26 Jul 2004 : 00:49:42 Ah, but what about another multiclassed wizard? Say, a rogue 3/wizard 1. That provides a level-one spellbook in a higher-level campaign. |
Karesch |
Posted - 25 Jul 2004 : 18:56:58 I realized that wize bookwyrm, I was merely saying, that if the adventuring party is of a level around 4+ they may be in a dungeon with creatures where they may have killed a wizard that was of sufficient level that hey may have had a spellbook with a bit more than 1st level spells. I wasn't disagreeing with you, I was just adding a thought.
K |
Bookwyrm |
Posted - 25 Jul 2004 : 18:01:28 quote: Originally posted by Karesch
I would have to say, just as a side note to what bookwyrm said, I agree with his way of handling it, The only thing I personally would alter, is if your going to make the spellbook part of a treasure cashe, I can't really picture a treasure cashe holding a perfectly new, blank spellbook. I mean, the chances are far greater that the book was taken off the body of a previous wizard that the "bad guys" killed earlier, than of them robbing a general supplies or wizards shop and stealing a blank spell book... IMHO I think that the spellbook would more realisticly contain cantrips yes, 1st level spells, maybe 6-7, 2nd level spells 3-4 and 3rd level spells 1-3. All of these spells should be put in there by the DM though, with no guidance of the PC's so they're left with "you get what you get, don't like it, buy another one when your outta the dungeon" type thing. I mean, giving a newly classed wizard access to 2nd and 3rd level spells isn't going to make any real difference, because he won't be able to cast them until he's of a high enough level anyhow. But it does give him something to look forward to when he does finally level up, so there is some benefit to him in the long run, but not alot. Just something to think about.
K
That wasn't what I was suggesting, if you'll look closer. I was suggesting that the spellbook he gets for free at first level would be found in a treasure pile. That means it would have the spells he'd get at first level in it as well. |
Talwyn |
Posted - 25 Jul 2004 : 03:11:15 Have you considered making the player take time off adventuring while has learns how to become a wizard? It's all very well in NWN with instant class conversion but for face to face RPing, I believe if a player wants to change class or add a new class then it's a golden oportunity for role playering. How is the player going to learn the arcane art? Who is going to teach them, how much will the tutor want in payment for their services and also how long would it take the student to qualify as a 1st Lv wizard? As DM you have the final say in how the player makes the change. From my own experience, when I wanted to dual-class my 3rd Lv fighter to mage, the DM made me find a wizard and apprentice with him for 2 years, then roll to see if I could actually learn the read magic spell at the end of the two years. I believe that changing class to a spellcaster should take some time out of the players adventuring life as they have to literally go back to school.
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jinat |
Posted - 24 Jul 2004 : 20:43:04 Thanks everyone - this was very ver useful |
Karesch |
Posted - 24 Jul 2004 : 20:31:29 I would have to say, just as a side note to what bookwyrm said, I agree with his way of handling it, The only thing I personally would alter, is if your going to make the spellbook part of a treasure cashe, I can't really picture a treasure cashe holding a perfectly new, blank spellbook. I mean, the chances are far greater that the book was taken off the body of a previous wizard that the "bad guys" killed earlier, than of them robbing a general supplies or wizards shop and stealing a blank spell book... IMHO I think that the spellbook would more realisticly contain cantrips yes, 1st level spells, maybe 6-7, 2nd level spells 3-4 and 3rd level spells 1-3. All of these spells should be put in there by the DM though, with no guidance of the PC's so they're left with "you get what you get, don't like it, buy another one when your outta the dungeon" type thing. I mean, giving a newly classed wizard access to 2nd and 3rd level spells isn't going to make any real difference, because he won't be able to cast them until he's of a high enough level anyhow. But it does give him something to look forward to when he does finally level up, so there is some benefit to him in the long run, but not alot. Just something to think about.
K |
Wooly Rupert |
Posted - 24 Jul 2004 : 19:05:33 quote: Originally posted by Bookwyrm
The Player's Handbook gives an example of a rogue gaining a level in wizard. It suggests a roleplaying aspect of learning from the party's regular wizard; that is, looking over the wizard's shoulder, asking questions, etc.
The spellbook itself is simply a moderately well-made book of blank vellum (baby calfskin) pages. This could be gained from a bookbinder in any reasonably-sized town. (Reasonable, in this case, refers to a D&D-world town just large enough for everyone not to know the habits of everyone else. If you aren't using the typical D&D setting, where literacy is common, then you need a larger town.)
The best option, if you have a wizard in the party, is to let the two characters discuss matters arcane, and then let a spellbook fall into their hands through some treasure. The spellbook would be, at the most, what the player gets free -- all cantrips from the Player's Handbook as well as three first-level spells, plus the character's Intelligence bonus in additional first-level spells. You could also have it contain fewer spells, the rest added in (at no actual cost to the players) afterwords.
If you don't have a wizard in the party, there are two things you can do. First, you could make the player have to find someone to teach his/her character. Second, if there's a sorcerer (a bard generally won't do as well here) you could have that character teach the mechanics, get the spellbook in with treasure, and with the rest (the wizard-only stuff) filled in either by a teacher, or (if the multiclassing character has a high Intelligence score) figure it out on his/her own.
I hope that helps somewhat . . . .
This is pretty much exactly what I would do. |
Brother Ezra |
Posted - 24 Jul 2004 : 15:34:56 I'd say it depends on the amount of veresimilitude your looking for in your campaign. I look for a moderate degree of realism in my campaign, so if a PC wants to take a level in a class they do not yet have, I require training for them. If one of the other PC's has levels in the desired class, I allow the training to be provided by the other PC, but some time is needed before the new class can be gained. If not other PC has levels in the desired class, the character must seek out a mentor willing to train him. Such training is rarely without cost. In a dungeon environment, when there are enemies around every corner, wandering monsters stalking the halls, and sounds carry great distances, it may not be the best place to try to learn how to cast a ghost sound spell.
If you're not interested in a great deal of realism, then go ahead and take the level in wizard. You can have the player locate a spellbook containing the spells he desires as part of a treasure cache, or just leave it lying on the floor of the passageway they're currently in. Or not worry about how he got it and just say "poof! you have a spellbook." |
Bookwyrm |
Posted - 24 Jul 2004 : 15:30:59 The Player's Handbook gives an example of a rogue gaining a level in wizard. It suggests a roleplaying aspect of learning from the party's regular wizard; that is, looking over the wizard's shoulder, asking questions, etc.
The spellbook itself is simply a moderately well-made book of blank vellum (baby calfskin) pages. This could be gained from a bookbinder in any reasonably-sized town. (Reasonable, in this case, refers to a D&D-world town just large enough for everyone not to know the habits of everyone else. If you aren't using the typical D&D setting, where literacy is common, then you need a larger town.)
The best option, if you have a wizard in the party, is to let the two characters discuss matters arcane, and then let a spellbook fall into their hands through some treasure. The spellbook would be, at the most, what the player gets free -- all cantrips from the Player's Handbook as well as three first-level spells, plus the character's Intelligence bonus in additional first-level spells. You could also have it contain fewer spells, the rest added in (at no actual cost to the players) afterwords.
If you don't have a wizard in the party, there are two things you can do. First, you could make the player have to find someone to teach his/her character. Second, if there's a sorcerer (a bard generally won't do as well here) you could have that character teach the mechanics, get the spellbook in with treasure, and with the rest (the wizard-only stuff) filled in either by a teacher, or (if the multiclassing character has a high Intelligence score) figure it out on his/her own.
I hope that helps somewhat . . . . |
brjr2001 |
Posted - 24 Jul 2004 : 15:15:08 i think he can but i dunno how he could get the spells, i will consult my PHB on this |
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