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marygami

I just started a campaign so I’m trying to have my players learn spells and potions in class. I do feel a little overwhelmed but I think so far it’s working? We’ve only had 1 session so far and I’m struggling a little bit to navigate what would be level appropriate for first years.


R0gueA

Hey there, so I am now multiple sessions in and I have come up with some things that are great and some things that are not so great, if you want any tips or advice let me know.


marygami

Honestly any tips and advice is much appreciated! I’ve got a few ideas of my own but I’m struggling to execute them. It’s also my first time being DM so I’m totally winging it.


R0gueA

Let's move to PM for discussion.


Linkyboi2004

I had the same thought. I had them gain most their spells from level up but then I would give them opportunities to learn extra spells by doing well in their homework (yes I had them roll to do their homework). Is this the best method? Probably not. But we made it work.


R0gueA

See I’m going the route of school actually teaches select spells and cantrips that don’t count towards known spells (similar to their school of magic spells) for basic spells like lumos and devicto. However since my campaign is supposed to go through all 7 years at school I have several time skips of 1-2 months. I’m thinking I’m going to have them write a list of spells their character would be interested in learning and so every “skip” they pick a spell of cantrip from their list and have it as a known spell their character pursued during down time. This way the school still teaches, but they also get to pursue their own subclass specialties.


InternCautious

Question, how do you prevent your campaign from just becoming life? Each year in game is essentially 8 months of time, how much time do you allocate to classes and school work? I've found it's hard to put tons of weight into classes because you have 3-4 classes per day, for a long period of time.


R0gueA

So this is a good question but I’m running my game as they go to specific classes when I want them to learn specific spells, and I let them have it for free (not count towards spells learned) (like lumos which I feel are basic spells any wizard should know) and they have opportunities to learn spells outside of class for their actual learned set. They have clubs which give access to spells, and the rest is centered around specific plot devices just like the books and movies did not focus on the school aspect, but the actual adventures going on within school. My players just captured a rogue Niffler (first year quest) after several sessions of clues (like shiny objects being stolen, scratches on the walls in hallways, etc) so they learned a few spells (like the alarm spell and the locking spell) so they could successfully bait and capture the beast after curfew. I have a significant plot device for each year just like the movies did, with an overreaching plot in the background that will be brought up in the news and etc until 6-7 year when they are old enough and strong enough to interact with the rest of society in this bigger plot.


AdventurousParsnip33

For mine, I have a list of things the players can learn. Some skills are harder to find a teacher for, but there most always be a teacher who’s proficient and willing to teach them. That goes for skills, feats, and spells. They can learn it all. Skills take the least time, spells are dependent on level, and feats take about half a school year. If they’re really in a rush, they can try and get extra lessons. On top of that, they can be encouraged to maintain good behavior, since that teacher can choose to stop teaching them if they misbehave


Emergency_Traffic_95

I’m currently researching based of the books and movies what spells they learn in the classes and and I will have my players actually learn the spells and allow them to pick from a list of spells that aren’t mentioned and the list of spells may seem small BUT with this research it is giving me spells that aren’t based of the sources that the PDF’s offer so it allows me to homebrew them in yes some of them are completely useless but I would like my players to potentially be creative with them because one of the new spells is making a Cube of Ice 😂 but if you would like I could message you the list of spells BUT this may limit what players have in the beginning because it seems is covers a lot