How would you handle a Wizard learning spells outside of leveling up?

How would you handle a Wizard learning spells outside of leveling up?

How would you handle a Wizard learning spells outside of leveling up?

Say the Wizard in your game enjoys exploring old ruins and libraries, studying ancient (and some times forbidden) magics. How would you let the player roll play their character learning all these spells, without limiting them to only being able to take one while leveling up?

If a character’s goal is to learn all the magic in the world, it doesn’t make sense for them to only know 13 spells or whatever.

Ghostbane Quiver

Ghostbane Quiver

Ghostbane Quiver

An ancient quiver of alabaster, ringed with rusted over iron. The arrows within this quiver have existed since ghost themselves. Found only in the tombs of ancient Nobles and Emperors, terracotta soldiers stand guard to protect their masters from any would be necromancers or revenants who would dare disturb their eternal rest. The quiver’s headless arrows are fashioned and feathered with petrified wood. Though ineffective against the living, an arrow from these quivers can strike down even the mightiest of the Night’s monsters.

1 Weight

3 Ammo

-1 damage

Ghostbane

Gain tag “Ignore armor” and +1 damage against undead targets. Carving the name of the undead on the arrow’s shaft will cause it to instantly kill the target, or deal double damage to particularly strong individuals.

*Just a fun history fact: The Chinese believed that stone weapons and armor were the only thing that could affect a ghost, hence why the first Emperor made The Terracotta Army. To be his army in the afterlife.

Death’s Wine (Poison, Touch)

Death’s Wine (Poison, Touch)

Death’s Wine (Poison, Touch)

Pale Death beats equally at the poor man’s gate, and at the palaces of kings.

This deadly black drink has changed the course of history countless times. None know exactly how to acquire it, as the few assassins that have used it refused to reveal where they got it. Rumor though, is that it can only be given to one by its creator.

0 Weight

1 Use

Whom the Bell Tolls

Wither it be from a heart attack, alcohol poisoning or during a heroic charge into battle. Any who become afflicted by this deadly poison will die with 24 hours.

Players do not roll last breath if they are afflicted.

Nature’s Shroud (Armor)

Nature’s Shroud (Armor)

Nature’s Shroud (Armor)

This Brass Cloak Pin is adorned with a sky blue Zircon. A magic cloak, resembling the foliage around it forms with the change of every season, perfectly measured to fit the wearer at the time. Despite being made of leaves, branches, and flora, this cloak is capable of stopping attacks even steel armor would struggle against. Should the cloak be set to flames it will manifest itself anew at the start of the next season, so long as someone wears the pin.

0 Weight

2 Armor

Nature’s Mirror

At the start of a new season, the pin will form a new cloak, its appearance a reflection of the plants and foliage around it.