Magical Spell Acquisition

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Magical Spell Acquisition explains how the mage character class acquires their collection of incantations and dweomers, which come in two forms: cantrips and spells. At the 1st level of experience, many of the former are gained, but only three of the latter — however, as a character obtains experience levels, the spell list that grows steadily contains a far more powerful magic.

This page is concerned with the first-time acquisition of mage spells rather than the means by which mages re-acquire cantrips and spells after use. Discussing that process for a moment, a mage records their steadily acquired spells and cantrips in a spellbook. This is used to mentally construct each spell in the caster's mind, in preparation of it's casting. This process of interpreting symbols and fixing them once again in the mage's mind is conveniently called "memorizing," though this is not an accurate description of what's really going on. It's worth noting that the preservation and upkeep of spellbooks is of utmost importance for the mage, as losing one would be most unfortunate.

Below can be found two tables, each explaining how these cantrips and spells initially come into the mage's possession. Cantrips are divided into "types," of which the player gets some of each. Spells are divided into "levels," which must not be confused with a character's experience level.

Gaining Cantrips

Cantrips are modest enchantments, simple to wield and typically swift to perform. While they possess practical utility and can occasionally divert or incapacitate an adversary briefly, they primarily serve as basic skills acquired by novice spellcasters from an early age.

Cantrip Type Number Gained New Cantrips
haunting sound 1-3 01-13
legerdemain 1-3 14-20
person-affecting 1-4 21-36
personal 1-4 37-51
reversed 1-4 52-70
useful 1 per point of intelligence above 9 71-00

Mage cantrips are categorized into six distinct types, as depicted below. The number specified signifies the initial quantity of cantrips a character obtains upon reaching 1st level. To determine which cantrips are acquired, roll the appropriate die and select that many from the lists provided in the associated links.

As the character progresses in levels and acquires new spells, a corresponding addition of cantrips occurs. The specific type of cantrip to be acquired is determined by rolling a percentile die.

For example, the mage Pamela advances from 3rd level to 4th level. In this transition, she gains one 1st-level and one 2nd-level spell, and consequently adds one additional cantrip for each spell gained. To determine what these cantrips are, she rolls on the table shown in the column "new cantrips." Pamela rolls a "31" and "77." Thus she acquires one "person-affecting" and one "useful" cantrip, which she chooses from the list among those cantrips she doesn't already have.

In contrast to spells that typically require a full round for casting, cantrips have the advantage of both a short casting time and the absence of the need to "discharge" the spell — both casting and discharge happen at the same time. This means that often a caster can perform other actions in the same round as casting a cantrip. This flexibility grants cantrips an advantage, making them particularly effective for rapid-fire openings in combat compared to the time-consuming preparation required for more potent spell attacks.

However, a spellcaster may not cast more than one cantrip in a given round, nor may they cast a cantrip in the same round following the discharge of a spell. This is because a caster simply hasn't the wherewithal to do so, as casting is a tiresome matter.

Gaining Spells

Mage Spell Acquisition Table
X.P. Level 1st lvl 2nd lvl 3rd lvl 4th lvl 5th lvl 6th lvl 7th lvl 8th lvl 9th lvl
1st 3
2nd 4
3rd 4 1
4th 5 2
5th 5 2 1
6th 5 3 2
7th 6 3 2 1
8th 6 3 3 2
9th 6 4 3 2 1
10th 7 4 3 3 2
11th 7 4 4 3 2
12th 7 5 4 3 3 1
13th 8 5 4 4 3 2
14th 8 5 5 4 3 2 1
15th 9 6 5 4 3 3 2
16th 9 6 5 5 4 3 2 1
17th 9 7 6 5 4 3 3 2
18th 10 7 6 5 5 4 3 2 1
19th 10 7 6 6 5 4 3 3 2
20th 11 7 7 6 5 4 4 3 2
21st 11 8 7 6 6 4 4 3 3
22nd 11 8 7 7 6 5 4 3 3
23rd 12 8 8 7 6 5 5 3 3
24th 12 9 8 7 7 5 5 4 3
25th 12 9 8 8 7 5 5 4 4
26th 13 9 9 8 7 6 5 5 4
27th 13 10 9 8 8 6 6 5 4
28th 13 10 9 9 8 7 7 5 4
29th 13 10 10 9 8 7 7 6 5

The acquisition table shows the number of spells that a mage should have according to their experience level. For example, a 1st level character should have three 1st level spells. A 9th level mage should have six 1st level, four 2nd level, three 3rd level and two 4th level spells and one 5th level spell, for a total of 16.

As a character goes up a level, they must compare the number of spells they possess already against the number of spells they should have for the new level. According to the table, as the mage progresses from 5th to 6th, it can be seen that they will gain one 2nd level and one 3rd level spell, in order to reach their full compliment. They would also receive two cantrips.

Mage Spell Tables

Here are a list of mage spells, which can be reviewed to choose which spells the character wishes to possess.


As these spells accumulate, the amount of space they require within a spellbook accumulates also. More powerful mages will have accumulated enough spells that they have filled the pages of the first empty spellbook they purchased, and will probably have one or two other books as well. The process of "memorizing" these spells takes time; it is as if the mage were a bottle being filled; once the spell is in place in the caster's mind, the caster mentally places a stopper over the top of the bottle. The spell's power then remains held within the mage, until the metaphorical stopper is removed.


See Magical Spell Tables