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How I like Spell Casters To Keep Their Spells In Face To Face Games
I have seen some pretty elaborate spell cards or other methods for keeping track of a spell caster's compliment of spells, but none of them really offered more than a simple stack of index cards and a handy Player's Hand Book.
Frequently, a mage or priest may take the same spell compliment again and again (with only minor adjustments), and so the method below will not be too costly, perhaps taking less than a single pack of index cards, yet providing a clean method of spell memorization with a few advantages to boot.
When taking or memorizing a spell, the spell caster should take one index card (or even half a card if you wish to cut them in half to save money or room) and write down the spell's NAME and perhaps a few of the more pertinent statistics (casting time, area of effect, dice of damage, save, etc.). Furthermore, and more importantly, they should write down its Level and the Page Number of the PHB where it can be found. If they take duplicate spells, they should make duplicate cards. As these cards may be used again and again and need only be made when a caster actually gets around to taking a spell for the first time, this is not much work at all. (It's not like you have to make a card for every spell in the PHB, but only make them as you need them). Using my mana system, they may also take BLANKS of various levels, making the appropriate level blanks as needed just like any other spell.
If you might be interested in my mana point system for spell casters, follow the link below.
The Mana System (A nice alternative approach to the normal memorization of spells)
Finally, the spell caster will have a nice, little stack of spell cards each time they adjust their spell compliment. If the DM allows it, they should also put in a Pretend Spell Card. This is something the spell caster may use to "Fake" casting a spell, perhaps to draw fire. When casting a spell, they simply put the spell card (face down) in front of the DM or on the battle board (or wherever) and the DM does not even need to know what it is yet. Sure, he normally has to know, but mostly to prevent the possibility of the player secretly changing his mind when new information comes to light between the statement of intent (before initiative) and the actual resolution of the spell. I like this, since it eliminates the feeling the DM is using information his NPCs shouldn't have (ha ha), perhaps having an NPC desperately trying to stop a spell that would bother him whereas he may not being overly concerned with a spell that doesn't bother him. Also, it forces other player characters not to use player information, another player perhaps having their character run out of a room where a Fireball was about to go off or doing some other thing to prepare for the caster's spell, which is bad roleplaying. After all, unless the mage tells them, they shouldn't know what he's casting, the spell craft skill notwithstanding.
Thus, if the caster is interrupted, the spell card is simply put into a discard pile until the caster may reacquire it or choose another spell. If the "Fake Spell" card was used, then the mage successfully tricked enemy forces to target him (perhaps getting hit, to be sure), but not losing a real spell. If the caster is not interrupted, he turns the spell card over at the appropriate time and tells everyone what his spell is. If any questions arise as to what the spell actually does, the immediate and handy Page Number of the PHB is right there!
All of this gives the player of the mage or the priest something more tangible to hold onto, and easier to work with and manipulate than a bunch of chicken scratches on some sheet of paper.
So, as this method is inexpensive, advantageous, and fun, I highly recommend doing it. I hope you will like it as well.
© December of 1999
by
James L.R. Beach
Waterville, MN 56096
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