(A)D&D: Spell Availability
Posted: August 29th, 2021, 11:08 am
I was tooling around, reading some PDFs and something I noticed in the D&D GAZ1 (Karameikos) was a section talking about spell-availability throughout the kingdom.
Dependence and reliance on NPCs (and by association, the DM) is an aspect of the game that I think has been lost since the introduction of D&D 3e. While 2e did have proficiencies, 3E actively included skills and feats for PCs which allowed them to be more self-reliant, thereby removing the need for essential NPCs in many ways.
I think the game, overall, is better served by reducing self-reliance and making NPCs a large part of the world with whom the PCs interact. Besides, where else are they going to spend their gold and downtime when outside of the dungeon or recovering from an adventure?
I think this is a fantastic way to manage magic for Magic-users/Wizards at higher levels. Entire adventures can be written around the quest for finding a forgotten or lost spell. It also lends itself to a group having to travel to other settled locations, guilds, etc. in search of spells for higher circles.Spells
Karameikos is not very advanced when it comes to magical instruction. Keep in mind that many spells from your D&D supplements, specifically the higher-level spells, are not commonly known. At a certain point, your magic-user character will no longer be able to learn from the common magical instructors of Karameikos; after that point, all new spells must be learned from scrolls and other adventurers met during journeys.
The spells known to the Magicians' Guild of Specularum include:
First Level: All
Second Level: All
Third Level All
Fourth Level: Charm Monster, Confusion, Growth of Plants, Polymorph Self, Remove Curse, Wall of Fire, and Wizard Eye.
Fifth Level: Hold Monster, Dissolve, Magic Jar, Pass-Wall, Telekinesis, and Wall of Stone.
Sixth Level: Anti-Magic Shell, Invisible Stalker, Lower Water, and Move Earth.
Seventh Level: Charm Person, Mass Invisibility, and Power Word Stun.
Eighth: None
Ninth Level: None
Note: Clerics do not have this limitation; their spells are taught to them by the lmmortals. The DM may disallow a clerical spell by having the Immortal refusing to teach that particular magic. If your character wants a spell other than those listed above. he'll have to find it outside the Magicians' Guild.
Dependence and reliance on NPCs (and by association, the DM) is an aspect of the game that I think has been lost since the introduction of D&D 3e. While 2e did have proficiencies, 3E actively included skills and feats for PCs which allowed them to be more self-reliant, thereby removing the need for essential NPCs in many ways.
I think the game, overall, is better served by reducing self-reliance and making NPCs a large part of the world with whom the PCs interact. Besides, where else are they going to spend their gold and downtime when outside of the dungeon or recovering from an adventure?