Si.
Only two characters in the party are behind wealth-by-level for 5th. There’s still a bunch of items on the party sheet to distribute.
Also, got myself edumacated on the general skill Learn a Spell “action”, as well as the idiosyncrasies of the individual caster classes on how they learn spells… For a nominal fee, y’all can learn spells from various sources (scrolls, spellbooks, other casters teaching, etc) and add them to your spellbooks/repertoires if that spell appears on your traditions’ spell list. This includes bards, sorcerers, and oracles (but the have a fixed repertoire size so can’t learn more spells than their max repertoire size but can swap spells this way)!
I didn’t realize the limitations on the Witch’s familiar with the whole “eating” scrolls thing. So I’m going to retroactively change Mialari Docur’s spellbook that y’all found to be a collection of scrolls.
So now, correct me if I’m wrong:
- Vani can learn any spells of the arcane spell list from scrolls that the party has found and learn spells that are on the arcane spell list that Synjen and Emerald know by being taught them, as well as copy any spells from Maedhros’ spellbook; learning by any of these means does not consume/us-up the source of the learning
- ditto for Maedhros for all of the above except learning spells from Vani’s spellbook of course
- Synjen knows all the spells on the divine list already, however, the party did find a “scroll” of an Uncommon divine/arcane spell that Synjen could learn
- Emerald (Jade) can learn any spells on the occult spell list from scrolls (and only scrolls) and the scroll is consumed in the process of learning
So for all the party shared spell scrolls, Vani, Maedhros, and Synjen can learn the spell if needed before feeding it Emerald to maximize spell learning gains.
I made a list here (this is a hyperlink) of the spells available to be learnt. I didn’t list out Synjen’s spells that he can teach nor included him on the lists of spells that could be taught by the other party members 'cause he already knows all of them and/or y’all can look up the entire divine spell list yourself and ask Synjen to teach you a spell if you want. I didn’t cross-reference and see if anyone actually already knows the spells in question, I just listed them as being able to be learned.
TLDR: we can change the names and descriptions of spells to whatever we want as long as we don’t change mechanics
I have a history of playing a large number of wizards in 4E and a bunch of spell casters of various sorts in PF1. I also have a history in playing many Hero System games where the “fluff” of a power was divorced from the mechanical “crunch” and players were encouraged to come up with their own descriptions of powers.
I don’t know what the actually rules in are in PF2 regarding what I’m about to suggest, but in any case Rule Zero would be in effect.
So, in the past with most of my caster characters (my wizards most of all) I would “personalize” my spells by changing the names and or descriptions of the spell without changing it’s mechanics.
For example.
This is Ray of Frost as presented in the CRB:
Ray of Frost - Cantrip 1
Attack, Cantrip, Cold, Evocation
Source CRB pg. 362
Traditions Arcane, Primal
Cast Two Actions, Somatic, Verbal
Range 120 feet; Targets 1 creature
You blast an icy ray. Make a spell attack roll. The ray deals cold damage equal to 1d4 + your spellcasting ability modifier.
Critical Success The target takes double damage and takes a –10-foot status penalty to its Speeds for 1 round.
Success The target takes normal damage.
Heightened (+1) The damage increases by 1d4.
If I change it to the following:
Vanimórien’s Icicle of Death - Cantrip 1
Attack, Cantrip, Cold, Evocation
Source CRB pg. 362
Traditions Arcane, Primal
Cast Two Actions, Somatic, Verbal
Range 120 feet; Targets 1 creature
You conjure a shard of ice from the available moisture in the air and fling it at your target. Make a spell attack roll. The icicle deals cold damage equal to 1d4 + your spellcasting ability modifier.
Critical Success The target takes double damage and takes a –10-foot status penalty to its Speeds for 1 round.
Success The target takes normal damage.
Heightened (+1) The damage increases by 1d4.
I now have what I think is a much cooler spell (see what I did there? har!). But, mechanically, it’s identical to the normal Ray of Frost so I think it’s all good. I can’t change the range, casting requirements, damage type, damage amount, etc, because all of those have mechanical game implications. At “run-time” when Vani casts said spell an enemy caster could still Identify Spell (assuming they had the Recognize Spell feat) and go, “Oh, Ray of Frost!”
Why is this a not-so-big deal? There’s that Black Hand of Bane spell that three of the party members could learn but I have a feeling they don’t want to. Call the spell whatever you want; Tymora’s Unlucky Caress for example. Make the descriptive text whatever you want. As long as you dont’ change the mechanics of the spell, it’s all good.
P.S. No one has downloaded the handout let alone read it yet.