2026-06-04 Magic house rules, again
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I'm using a strict reading of the magic system.
Magic users and elves start with just one spell in their spell book.
Learn more spells: You need a teacher to learn new spells. Learning a
new spell takes a week.
Repertoire: The list of spells in your spell book make up your
repertoire. Its size is determined by your level. The table below
shows the maximum number of spells in your repertoire and the number
of spells you can cast per day. You regain your spell casting powers
at the dawn of day after a good night's sleep in a comfortable bed.
+-------+-----------------------+-----------------------+-----------------------+-----------------------+-----------------------+
| LEVEL | 1ST CIRCLE | 2ND CIRCLE | 3RD CIRCLE | 4TH CIRCLE | 5TH CIRCLE |
+-------+-----------------------+-----------------------+-----------------------+-----------------------+-----------------------+
| 1 | 1 | – | – | – | – |
| 2 | 2 | – | – | – | – |
| 3 | 2 | 1 | – | – | – |
| 4 | 2 | 2 | – | – | – |
| 5 | 2 | 2 | 1 | – | – |
| 6 | 2 | 2 | 2 | – | – |
| 7 | 3 | 2 | 2 | 1 | – |
| 8 | 3 | 3 | 2 | 2 | – |
| 9 | 3 | 3 | 3 | 2 | 1 |
| 10 | 3 | 3 | 3 | 3 | 2 |
+-------+-----------------------+-----------------------+-----------------------+-----------------------+-----------------------+
Thus, a 5th level caster's spell book can hold a single
3rd circle spell like fireball. If they are taught
lightning bolt from a teacher before reaching 6th
level, they can no longer cast fireball. The connection is gone even
though the pages in the spell book are still there. Unintelligible
gibberish. Strange. And if they want to switch back to the spell they
once knew, they need to find a teacher, again.
My hope is that this results in specialized spellcasters. My
Spellcasters document is full of such spellcasters. Each one of them
is 10th level and they all have a thematic list of
spells. I feel that the idea of finding them or their students to
learn their spells is galvanizing. Instant adventure.
When you find somebody's spell book, you can add it to a library and
you can cast read magic to know what it contains, but you can't learn
those spells unless you can convince somebody who knows the spells to
teach them to you. Killing spell casters and taking their spell books
is of no benefit.
Then again, I count intelligent creatures that have innate magical
abilities as casters. They might not need a spell book but they know
how the magic works and they can teach you. You can learn fireball
from a red dragon, you can learn disguise and shape change from a
doppelgänger, and so on. I've tried to add this information to all the
monsters I described in my Halberds & Helmets Referee Guide.
My hope is that this offers a different kind of adventure, where
killing creatures in a dungeon is not the point. Capture a magical
creature. Capture a rogue spellcaster. Go and find a famous
spellcaster. Perform a service for a spellcaster in order to be taught
a new spell, help them out, befriend people. We can also have moral
conundrums: how far are you willing to go in order to appease a
dreadful necromancer? Will you right the wrongs after you have learned
what you came to learn? I love how this is possible because there's a
need that some player characters have that cannot be satisfied through
loot and kill adventures. To me, that is a lot like faction politics
in a megadungeon. That is to say, it's great!
Not automatically gaining new spells on gaining a level adds pressure
to do this.
One way to remove this pressure as a referee is to make sure that the
adventurers have a positive connection to a big school of magic with a
bunch of level 9 and 10 magic users and elves. Then there is no
pressure and the table can opt out of this aspect of engaging with the
setting.
If a referee does want to explore it, however, rumours must be
available to tell players where to find new spellcasters. Those
spellcasters must have made a name for themselves, they are famous
throughout the region. The same is true for powerful magical
creatures. If players ask, this information should be available.
If players want to have a wider selection of spells than allowed by
the rules, they need to invest some more time and gold and take on
more spell casting retainers. Have them learn different spells. That
turns your main character and their retainers into a little magic
school. If you want to retrain some of your weaker spells, have your
retainers teach you. Of course that requires you to care and share
with your retainers. Other player characters can join in. I love the
fact that the setting changes through player actions: A magic school
is established.
I've been wondering about spell research, though. @phf@tabletop.social
suggested the rule from Expert D&D that allows players to research new
spells using time and gold and he also suggested a use for found
scrolls and spell books. Later, he also said that he once knew a
player who hoarded scrolls for later scribing instead of using them.
@randomwizard@vivaldi.net said that in his latest homebrew,
spellcasters can not learn spells from scrolls. They can only use the
scroll. So perhaps scrolls should not be useful for research.
@d6@tabletop.social has another idea to handle scroll hoarding:
Casting a spell from a scroll grants you a chance to learn the spell
and put it into the spell book. The idea is that this encourages the
use of a scroll. Implicit research and no hoarding.
Research: New spells can also be researched. Every spell circle costs
1000 gold and takes 2 weeks. Scrolls with the spell in question cut
the time in half; a spell book with the spell in question cuts time
and cost in half.
What I fear, however, is that this makes the adventuring for new
spells extremely optional. Why have it in the first place when
research is always available? Specially since we play using gold spent
is experience points gained, so paying gold for research just means
less infrastructure is built and fewer statues are erected. And since
this rule relies on the passage of in-game time, it's unclear whether
the time sink is significant or not. I would have to try it for our
table. We play with real time synchronisation.
And what about scribing scrolls and brewing potions? D&D 3.5 had
something like the following:
Scrolls: Creating a scroll of a known spell costs caster level ×
spell circle × 25 gold and requires a quiet study.
Potions: Creating a potion for a known spell costs caster level ×
spell circle × 50 gold and requires a nice lab.
But again, does that result in plenty of scrolls and potions being
created between games, based on how often we play? Is it a problem? Is
this too cheap or too expensive? Do other players expect to be able to
buy scrolls and potions from the other player characters "that are not
coming along"? From non-player characters they encounter in the
setting? Does that turn every spellcaster into a potential magic shop?
I mean, they'd ask for double the price but still, a magic shop is a
magic shop.
#RPG #Spellcasters #Halberds_and_Helmets
2026-06-05. @d6@tabletop.social also pointed out that Knave uses
encumbrance for a lot of things. If every spell in a spell book is in
fact a heavy tablet, then encumbrance rules limit the size of the
repertoire.
When you move your library, I guess it takes a lot of porters. I like
it.
At the same time however, that simply grants the player wish of having
a big spell collection for a single character and therefore there
being no point in specialized spellcasters. And that's a feature I'd
miss.
2026-06-07. On fedi, somebody said that they sided with “my players”
– but in this case, I like these rules as a player, too. I play a
magic user using these rules in @phf@tabletop.social‘s Barrowmaze.
I suspect that the things people enjoy in games are different. I
happen to like “unfair” games where the goal is to make do with what
you get. Like the inherent unfairness of rolling 3d6 down the line for
character creation.
Thus, if people in my game don’t like magic-users as written, they
should play some other class that suits them better. Personally, I
like fighters. Some people hate fighters be cause they don’t “scale
up”. I like them precisely because of that. I mean, if nobody (or
very few people) liked playing magic-users, then that would be an
argument. But as it stands, nobody is ditching them, either.
I know that this position is fundamentally different from games where
it seems that you can play “whatever you want”. In that sense, I think
the system is “interesting” and I’d like to avoid changes that make it
“boring” – boring as in: there is no decision to make and there are
fewer consequences to bear. Anyway, that would be the philosophical
argument, here.