TW Learning New Spells
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- Nekira Sudacne
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Re: TW Learning New Spells
Pyrineous the One wrote:As far as I can tell in RUE, a TW does not learn any new spells intuitively. How does one go about getting a spell that is needed for a special new device?
I just imagine that finding someone who knows a spell and is willing to sell it to you (for a crazy sum no doubt) while out on some wild adventure would be quite the long shot.
How do other GM's and players handle this?
You have to find somebody who knows, and convince them to teach you. This could be as simple as a price, but will more likely require some more estoric feat be preformed. Favors are always good for some low level spells, whereas the aquisition of a high level spell could be an adventure in and of itself.
alternatly: This is why Guilds are formed. If you join a guild, you gain access to spells said guild knows, and the wizards will share in accordiance with guild rules.
Furthermore: There's always apprenticing yourself to a more powerful wizard.
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Pyrineous the One wrote:Wouldnt one player joining a guild or living in servitude to someone else kind of put a damper on traveling with a group of adventurers?
That depends on the campaign.
Why does the group go adventuring?
Unless they're already dedicated to something specific, why not just have them work for the guild in question, with the Techno-Wizard as the Guild's representative within the group?
Or maybe the party is adventuring for other reasons. If it's a large guild, it could have contacts any number of places that the party visits.
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As other poster have pointed out, find someone who knows the spell you want, learn the spell (if the "owner" is will to teach it) and buy the price .
Prices ranges from favors, to money and even heroic quests .
Prices ranges from favors, to money and even heroic quests .
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You could also perhaps find lost tomes of knowledge etc.
Of course if your dealing with a technowizard you may well find that his spellbook is on a CD
Huh? Ball of light? Yeah lemmie just boot up my spellbook reall quick.
In the end it really just comes down to how hard your GM wants you to work for it. For example for me at least certain spells like the (in my opinion) immensely powerful spells such as Carpet of Adhesion would take abit of work to get.
While other spells would be quite common and plentiful (at least in ares where you find alot of spell casters etc)
When it comes to prices of things like spells I'd also give it some price fluctuations. So for example in some backwater, off the map village with only a single mage your likely to pay a steep price indeed for even simple spells. But in say.. Lazlo the same spell could be aquired for a (relative) pittance.
Of course if your dealing with a technowizard you may well find that his spellbook is on a CD
Huh? Ball of light? Yeah lemmie just boot up my spellbook reall quick.
In the end it really just comes down to how hard your GM wants you to work for it. For example for me at least certain spells like the (in my opinion) immensely powerful spells such as Carpet of Adhesion would take abit of work to get.
While other spells would be quite common and plentiful (at least in ares where you find alot of spell casters etc)
When it comes to prices of things like spells I'd also give it some price fluctuations. So for example in some backwater, off the map village with only a single mage your likely to pay a steep price indeed for even simple spells. But in say.. Lazlo the same spell could be aquired for a (relative) pittance.
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Pyrineous the One wrote:I can understand that if I was playing alone or if there was a party of just Magic Users/ TW's. How does all that work in the context of a mixed player group?
Wouldnt one player joining a guild or living in servitude to someone else kind of put a damper on traveling with a group of adventurers. I always had the same question with PF and avoided guilds and apprenticeships unless it was part of the overall player group.
How do people deal with that problem in a normal campaign setting?
The guild option isn't so great if your playing a wandering adventurer campaign to be sure.
Honestly: there are three main chances for you:
One: find someone who knows, convince them to to teach you.
Two: Find a lost tomb of knowlage
Three: find/buy scrolls. every time you use a scroll you have a % chance to learn the spell instantly.
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Nekira Sudacne wrote:Three: find/buy scrolls. every time you use a scroll you have a % chance to learn the spell instantly.
Every time you try a scroll conversion; not every time you read a scroll. Those are mutually exclusive.
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I was going to point that out also.MrNexx wrote:Nekira Sudacne wrote:Three: find/buy scrolls. every time you use a scroll you have a % chance to learn the spell instantly.
Every time you try a scroll conversion; not every time you read a scroll. Those are mutually exclusive.
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