One of the benefits to a game like Swords & Wizardry is the ability to quickly generate a character. Roll the dice, pick the class, fill out hit points and you are pretty much ready to go. The only thing that can slow down the process is figuring out what spells the Magic-User can have access to when starting out. The assumption is that a fledgling magic-user is given a (mostly blank) spellbook when completing their studies that has a handful of spells scribed into it by their teacher. The question is, what spells are in their spellbook?
This post helps you to quickly, and randomly, generate a starting spellbook for your first level magic-user. (It can also be handy for spellbooks found in the loot while dungeon-crawling.) We assume that your character's teacher is not going to be too helpful and provide them with too much magic...just because powerful magic-users tend to be covetous of the knowledge that they have gathered, and paranoid about how others might use that power against them. One house rule that I have for my Swords & Wizardry games is that Read Magic is a class ability for magic-users, rather than a spell. It seems silly that a magic-user would undergo that much sorcerous training and not understand magical languages.
Spellbooks are a repository of the accumulated magical knowledge of the magic-user, part documentation for their spells and part magical diary of their journey of discovery. A spellbook is very important to a magic-user because it contains the formulas and memory devices for each spell that they use. Losing a spellbook means that a magic-user is unable to rememorize spells as casting causes the spells to vanish from their minds. This makes a spellbook more valuable than gold to a magic-user.
A spellbook given to a starting magic-user will rarely have spells above fourth level in them, and never above fifth level except for a particularly generous teacher. The following tables are simple enough. First roll to determine the number of spells at that particular level, and then roll on the table to determine which spells (re-rolling duplicates).
Roll 1d4+2 to determine the number of first level spells. And then roll 1d20 on the following table to determine what those spells are.
Roll 1d4 to determine the number of second level spells. And then roll 1d20 on the following table to determine what those spells are.
Roll 1d4 for the number of third level spells. And then roll 1d20 on the following table to determine what those spells are.
Roll twice for the number of fourth level spells. And then roll 1d20 on the following table to determine what those spells are.
Roll once for the number of fifth level spells. And then roll 1d6 on the following table to determine the spell.
You will notice, proabably quickly, that the tables do not contain all of the spells that are available for a level, particularly for the fourth and fifth level spells. That is intentional. Not only are many magic-users not big on sharing but the gift of the spellbook imparts one final lesson to the neophyte magic-user: magic is about always learning. If all of the spells were just given to the novice, they would not have the drive to discover and learn further. That and magic-users tend towards the paranoid.
This post helps you to quickly, and randomly, generate a starting spellbook for your first level magic-user. (It can also be handy for spellbooks found in the loot while dungeon-crawling.) We assume that your character's teacher is not going to be too helpful and provide them with too much magic...just because powerful magic-users tend to be covetous of the knowledge that they have gathered, and paranoid about how others might use that power against them. One house rule that I have for my Swords & Wizardry games is that Read Magic is a class ability for magic-users, rather than a spell. It seems silly that a magic-user would undergo that much sorcerous training and not understand magical languages.
Spellbooks are a repository of the accumulated magical knowledge of the magic-user, part documentation for their spells and part magical diary of their journey of discovery. A spellbook is very important to a magic-user because it contains the formulas and memory devices for each spell that they use. Losing a spellbook means that a magic-user is unable to rememorize spells as casting causes the spells to vanish from their minds. This makes a spellbook more valuable than gold to a magic-user.
A spellbook given to a starting magic-user will rarely have spells above fourth level in them, and never above fifth level except for a particularly generous teacher. The following tables are simple enough. First roll to determine the number of spells at that particular level, and then roll on the table to determine which spells (re-rolling duplicates).
1d6
roll
|
Highest Spell Level in Book
|
1-4
|
Third Level
|
5
|
Fourth Level
|
6
|
Fifth Level
|
Roll 1d4+2 to determine the number of first level spells. And then roll 1d20 on the following table to determine what those spells are.
1d20
roll
|
Spell
|
1-2
|
Charm Person
|
3-5
|
Detect Magic
|
6-9
|
Hold Portal
|
10-12
|
Light
|
13
|
Magic Missile
|
14
|
Protection From Evil
|
15-17
|
Read Languages
|
18-19
|
Shield
|
20
|
Sleep
|
Roll 1d4 to determine the number of second level spells. And then roll 1d20 on the following table to determine what those spells are.
1d20
roll
|
Spell
|
1-2
|
Detect Evil
|
3-4
|
Detect Invisibility
|
5
|
ESP
|
6
|
Invisibility
|
7-8
|
Knock
|
9-10
|
Levitate
|
11-12
|
Locate Object
|
13-14
|
Magic Mouth
|
15-16
|
Pyrotechnics
|
17
|
Strength
|
18-19
|
Web
|
20
|
Wizard Lock
|
Roll 1d4 for the number of third level spells. And then roll 1d20 on the following table to determine what those spells are.
1d20
roll
|
Spell
|
1
|
Clairaudience
|
2
|
Clairvoyance
|
3-5
|
Darkvision
|
6
|
Dispel Magic
|
7
|
Fireball
|
8-9
|
Fly
|
10
|
Hold Person
|
11
|
Lightning Bolt
|
12-13
|
Protection From Evil, 10-foot radius
|
14-15
|
Protection From Normal Missiles
|
16-18
|
Rope Trick
|
19
|
Slow
|
20
|
Water Breathing
|
Roll twice for the number of fourth level spells. And then roll 1d20 on the following table to determine what those spells are.
1d20
roll
|
Spell
|
1-2
|
Charm Monster
|
3-5
|
Confusion
|
6-9
|
Extension I
|
10-13
|
Hallucinatory Terrain
|
14-16
|
Ice Storm
|
17
|
Massmorph
|
18
|
Polymorph Other
|
19
|
Polymorph Self
|
20
|
Remove Curse
|
Roll once for the number of fifth level spells. And then roll 1d6 on the following table to determine the spell.
1d6
roll
|
Spell
|
1
|
Animal Growth
|
2
|
Cloudkill
|
3
|
Extension II
|
4
|
Hold Monster
|
5
|
Magic Jar
|
6
|
Passwall
|
You will notice, proabably quickly, that the tables do not contain all of the spells that are available for a level, particularly for the fourth and fifth level spells. That is intentional. Not only are many magic-users not big on sharing but the gift of the spellbook imparts one final lesson to the neophyte magic-user: magic is about always learning. If all of the spells were just given to the novice, they would not have the drive to discover and learn further. That and magic-users tend towards the paranoid.