Casting Rules

Mages and Priests both have access to mystical energies that can alter the world around them. Each class has a different set of abilities (spells) and a different way to access this power.

Mages access other world dimensions and principles through mystic rites, essentially a 'scientific' process to knowing the 'rules' of that which exists outside the normally visible dimension. This is referred to as 'Hermetic' magic. Mages use complicated formulas to tap into this arcane knowledge.

Priests tap into their deep faith and personal will to derive tangents of power from avatars of their gods - spirits that have attached themselves to the faithful. Priests use various rites and rituals to show their devotion and please their emissary thereby warranting their use of the powers they ask for.

Each magic-user (priest or mage) must devote enough time in the day for rest (min. 8 hours) and study/prayers (10 min./spell level).

Priests and Mages can receive 'bonus' Spells based on their Wisdom/Intelligence (respectively). Consult the appropriate chart (Intelligence, Wisdom).

Magic and Critical Strikes

Magic Users have access to casting with critical effects (rolling on the Critical Hitschart) if you roll 18-20 and beat the opponents AC by 5). Spell Components are required to attempt a critical attack. Successful critical strikes with a spell modify their opponent's Saving Throw (if any) with a penalty of 2 (a "natural" 20 that qualifies as a critical automatically succeeds and the opponent's saving throw is disregarded).

Spell Interruption

Casters that take damage in the round in which they are casting must make a Wisdom check to successfully complete the spell. If the damage is received during the casting time (segment of actions between the beginning of casting and the completion) and the Wisdom check is failed, there is a 10% chance of a Wild Magic Surge.

Casting and Movement

When casting, only 1 square (10'/5') may be moved in the round.

At this time, because of the rise of Karza, ALL Priests and Mages are subject to spell failure in accordance with their Wisdom, with a minimum penalty of 2. Failure indicated that the magical energies have been siphoned by Karza and his subordinates.

Countering Spells

Spells can be countered. A Priest/Mage that wishes to counter a spell makes a Spellcraft check at the beginning of the round. The caster may then choose to cast the reverse of the spell (Slow to Haste for example) or a Dispel Magic on the cast spell. If the counter spell goes before (anytime) or at the same time of the cast spell, treat it as a Dispel Magic and determine the result.

Spells per Day

Magic Users are also regulated to how many spells they can cast in a 24 hour period. Once a Mage/Priest has cast their allotment of spells, they may attempt to re-study/pray and continue casting, however, they must make an Endurance check for each spell (with a saving throw penalty of 1 per spell level, thus a 3rd level spell has a -3 to the Endurance check.). Failure results in the caster being fatigued 1 level and they lose the spell being cast for 24 hours. A critical failure (1) results in 2 fatigue levels.

Special Casting Rules for Priests

Priests are subject to Spell Failure, based on their Wisdom, every time they cast a spell. If a spell fails, it is lost for a 24 hour period. Priests may also choose their spells at the time of casting (rather than when they pray).

Spells Allowed in the Campaign

Only the spells included on this website are accessible to Priests/Mages. Spells in other resources can be discovered in game, researched, or created by some other means.

Touch Spells and Combat

Many spells used by priests and wizards take effect only when the target is touched by the caster. Under normal circumstances, this is no problem. The spellcaster reaches out and touches the recipient. However, if the target is unwilling, or the spell is used in the midst of a general melee, the situation is much different.

Unwilling Targets: The spellcaster must make a successful attack roll for the spell to have any effect. The wizard or priest calculates his THAC0 number normally, according to the intended victim's Armor Class and other protections. The DM can modify the roll if the victim is unprepared for or unaware of the attack. If the roll succeeds, the spellcaster touches the target and the normal spell effect occurs.

Willing Targets: When attempting to cast a spell on a willing target, the casting is automatic as long as both characters are not engaged in combat. For example, if a fighter withdraws from melee, a cleric could heal him during the next round.

If the recipient of the spell attempts to do anything besides waiting for the spell to take effect, an attack roll against AC 10 must be made. However, no AC modifiers for Dexterity are applied, since the target is not trying to avoid the spell.

Whenever a touch spell is successful, the spellcaster suffers from any special defenses of his target, if they are continually in operation. A successful touch to a vampire would not result in energy drain, since the power only works when the vampire wills it. But touching a fire elemental would result in serious burns.

When a touch spell is cast, it normally remains effective only for the that round. However, certain spells list special conditions or durations. Be sure to check each spell description carefully.