Magic Overview

Spells are divided into two categories: wizard and priest. Wizard, or arcane, magic is derived through the study and manipulation of phenomena and energy inherent to the universe. Usually, a deity (or his representative) grants priest, or divine, magic to a follower through belief and strong faith, however, widely practiced, non-deific faiths can also grant divine magic; so that any person, no matter their philosophy, can draw divine magic through personal beliefs.

Wizard Spells

Wizard spells combine symbolic gestures (somantic), phrases (verbal), and materials (collectively called spell components) that tap into an otherworldy energy to create tangible effects. Wizards must keep a physical record of their spells, study them, and memorize their complicated formulae. Wizard spells are taxing on the mind, thus a wizard has a limited number of spells they can learn to cast.

Wizards must own a spell book, which typically falls into one of three categories: standard (100 pages), scroll (25 pages), or the compact travelling spellbook (50 pages). Each spell takes up a number of pages equal to the spell level plus 1d6 - 1 pages. Because of this, it is common for a wizard to have multiple spellbooks. A wizard can only enter spells into their spell book that they have learned and ahve the experience to cast.

At each new experience level, a wizard automatically learns one new spell, which they can cast at their new level and can add to their spell book. A wizard can attempt to learn additional new spells by copying them from someone elses spell book or from a scroll (which destroys the scroll). Copying from a spell book or scroll requires expensive components costing 50 gp per page (or 100 gp per page for a traveling spell book). Copying a single spell requires an entire day (1 DT) and a comfortable setting.

To memorize a spell, a wizard first needs a full night's rest without interruption. Upon awakening, they can memorize spells at a rate of 10 minutes per spell level. Once memorized, a spell remains in the wizards mind until cast. The wizard cannot swap out or unlearn a spell; they must cast the spell thus wiping the spell from their memory, rest, then study to memorize a new spell.

Schools of Magic

Wizard spells are subdivided into nine different “schools” or groups of related spells.

Abjuration is the manipulation of energy to protect against, prevent, or banish magical energy or creatures. Abjuration specialists are called abjurers.

Conjuration is the manipulation of matter to bring into existence something that already exists, like a creature or object. Conjuration specialists are called conjurers.

Enchantment is the manipulation of the quality of an item or attitude of a sentient creature. Enchantment specialists are called enchanters.

Divination is broken into two schools. Lesser divination spells grant the wizard some minor knowledge. All wizards, regardless of specialty, can cast lesser divination spells. Greater divination spells grant more valuable knowledge, such as future events or lost secrets. Greater divination specialists are called diviners.

Illusions deceive the minds and/or senses of those viewing them. Illusion specialists are called illusionists.

Evocation channels energy from another source or allows the wizard to shape it to suit their will. An evocation specialist can be called either an evoker or an invoker.

Necromancy is the manipulation of life or negative energy. Specialists in the school of necromancy are called necromancers.

Transmutation transforms the recipient physically or changes its properties subtly. A transmutation specialist is called a transmuter.

Priest Spells

Priests draw upon divine magic from their deity or collective faith. Priests do not learn spells, rather they request spells through prayer, and under normal circumstances the spells are granted. Priests are required to remain faithful to the tenants of their beliefs, and if they fail to do so, it results in punishment, ranging from no spells being granted for a length of time to divine retribution.

Priests are granted major or minor access to spheres that are associated with their faith, and no priest can freely cast spells from every sphere. A priest who is granted major access to a sphere can request any spell of any level from that sphere (granted they have the experience level to cast it), when granted minor access, they are restricted to first through third level spells.

To memorize a spell, the priest must have a good night's rest then immediately pray to be granted the requested spell. Each spell requires 10 minutes per spell level to devote to memory. Priests cannot unlearn or swap out spells. They must cast memorized spells and then rest before memorizing a new spell.

Casting Spells

Wizards and priests use the same rules for casting spells. To cast a spell it must first be memorized. Most of the time, the spell caster must be able to speak clearly (most spells cannot be whispered) and have both arms free (most spells cannot be cast covertly). If the spell has a target then it must be visible and identified by the caster; it’s not enough to cast a spell into the darkness or select an invisible enemy (although he can target the space that he thinks the target may be standing in).

Spell casters usually cannot move while casting spells, and most spells cannot be cast from a mount or vehicle without first stabilizing the caster. In the round a spell is cast, the caster does not benefit from his dexterity bonus to AC. If, during that round and before finishing the spell, he takes damage or fails a saving throw, his concentration is ruined. The spell fizzles and is erased from the spell caster’s memory. During combat, a caster is only able to cast one spell per round; however, outside of a combat situation it is possible to cast spells consecutively more quickly. In non-combat situations, a spell requires 6 seconds multiplied by the spell’s casting time.

Spells are organized according to group (wizard or priest) and level. Each spell level lists the spells in alphabetical order. Each spell is followed by special rules that apply to how spells work.

(Source: For Gold & Glory)

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