A DM’s Skills and Magic System
One of my favourite parts of any game is the magic system. How do you acquire magic? How do you learn more? How do you make it more powerful? Every game has its own answer, but I find that many don’t live up to their own ambition. Magic should be both wondrous and dangerous. A powerful tool and a potential downfall. There should be no limit to the amount of power a player can achieve…provided they’re willing to work hard enough for it. And maybe get a little lucky too. to that end, I redesigned the magic system for my homebrew campaign, opening up possibilities and assigning new costs to my players’ ambitions regarding magical power.
Spellbooks
No longer solely the domain of wizards.
While in D&D, wizards are known for their attachment to their spellbooks and the trove of mystical knowledge within, I felt like this convention excluded other magical practitioners from the wonders that is writing down all of the things you know in your magic journal. Which is, in reality, what a spellbook really is. as evidenced by my own grimoires sitting comfortably on my shelves.
While wizards, in the homebrew, retain the class features and increased spell slots their class is known for, they no longer monopolize the use of spellbooks, and other spellcasting classes, whether full or half-casters, can create their own magical spellbooks to store the knowledge they’ve accumulated over the course of their adventures. But the process is not an easy one, and unlike wizards who receive their spellsbook as part of their studies, other casters must make a spellbook of their own.
The Making of a Spellbook
The Wizardly Arts Unlocked
While yes, I did unlock spellbooks for all classes to open up new magical avenues to them that were previously locked into the wizard class, I did make them sweat for it.
First, they had to physically construct the book, which meant they needed a whole list of supplies just to get started. High quality paper, of course, leather for the cover, ink for the decorative tracings and to sign their name on the inner cover, powdered silver for the inlay on the front cover and to act as an attractant for magical energy, and extra silver if they wanted to later socket gems into the cover of their spellbook.
The cost for just making the spellbook could run each character about a thousand gold pieces, not to mention the amount of ink that they would quickly run through as they scrambled to add spells to their new spellbooks.
Now, here’s how learning new spells worked. It kept to the same table as the amount of time, effort, and supplies that a wizard would use, however, casters of all stripes could teach one another spells or learn them from magical scrolls purchased from the Moonstone Conclave. This gave the players a reason to visit the site and begin a gameplay loop involving hunting down monsters in the wilds and in the mountains so that they could then come back, sell the monster parts, buy new scrolls, and start ticking spells off their lists.
To save money on purchasing spells, the player characters could also teach one another spells that were already in their spell lists, such as a cleric’s Cure Wounds or a warlock’s Counterspell. This meant that the player characters spent more time in camp studying with one another, exchanging spells, and bringing the group closer together as they not only became companions, but also valuable spellcasting resources
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