Spells
Some character classes have the ability to memorize and cast magical spells. A spell consists of a pattern of magical energy memorized in a character’s mind. When a spell is cast, the spell is erased from the character’s mind until it is memorized again.
Arcane and divine magic: Spells are either granted by a deity or higher power (#divine magic) or learned by esoteric study (#arcane magic). The differences between the two types of magic are described opposite.
Spell list: The character’s class determines which spells they can cast. Each class has an associated list of spells.
Spells in memory: The character’s level determines how many spells they can memorize at one time.
Reversible spells: Certain spells are reversible, having two possible opposite effects (e.g. healing or harming). This is noted in each spell’s description.
Contents
Memorizing Spells
Rest and time requirements: A spell caster can memorize new spells once a day, after an uninterrupted night’s sleep. Spell memorization (up to the maximum number the character can memorize) takes one hour.
Duplicate spells: Characters able to memorize multiple spells of a given level may opt to memorize the same spell twice. This results in two copies of the spell’s magical energy pattern, one of which is erased each time the spell is cast.
Casting Spells
A memorized spell may be cast by precisely replicating the required sequence of hand motions and magic words.
Once only: When a spell is cast, the magical energy pattern in the caster’s mind is erased until the spell is memorized again.
Freedom: The character must be able to replicate the hand motions and magic words required by the spell. A spell caster cannot cast spells if bound, gagged, or magically silenced.
Line of sight: Unless noted in a spell’s description, the intended target (a selected character, monster, object, or area) must be visible to the caster.
Spell Effects
Selecting targets: Some spells affect multiple targets, either by area or by Hit Dice total. If the spell description does not specify how targets are selected, the referee must decide whether they are selected randomly, by the caster, etc.
Concentration: Some spells specify that the caster must concentrate in order to maintain the magical effect. Unless the spell description states otherwise, performing any other action or being distracted (e.g. attacked) causes concentration to end.
Cumulative effects: Certain spells grant bonuses (or penalties) to game statistics such as attack rolls, AC, damage rolls, saving throws, movement rate, attacks per round, etc. Multiple spells affecting the same game statistic do not combine. Spell effects can combine with magical items effects, however.
Arcane Magic
Memorizing Spells
Arcane spell casters memorize spells by studying spell books (see Spell Books) and are thus limited to choosing from the spells in their spell book, which must be at hand.
Reversing Spells
The normal or reversed form of a spell must be selected when the spell is memorized. Both forms of a spell may be memorized if the character is able to memorize more than one spell of the given level.
Divine Magic
Memorizing Spells
Divine spell casters memorize spells by praying to the deity or higher power they worship. When praying for spells, divine spell casters may choose any spells in their class’ spell list that they are of high enough level to cast.
Reversing Spells
Divine spell casters can cast the reversed version of a spell by speaking the words and performing the gestures backwards when it is cast.
Deity Disfavour
Divine spell casters must be faithful to the tenets of their alignment, clergy, and religion. Deities may punish characters who fall from favour. The referee must determine appropriate measures, for example a –1 attack roll penalty, a decrease in available spells, or being sent on a perilous quest. In order to regain favour, the character must perform some great deed for their deity (as determined by the referee), for example: donating magic items or gold, constructing a temple, converting many people to the religion, vanquishing a powerful enemy of the deity, etc.
Spells and Deity Alignment
A divine spell caster may draw disfavour from their deity when casting spells (or their reversed versions) whose effects go against the deity’s alignment:
- Lawful characters: Will only use reversed spells in dire circumstances.
- Chaotic characters: Will usually use reversed spells, only using the normal versions of spells to benefit allies of their religion.
- Neutral characters: Will favour either normal or reversed spells, depending on the deity served (no deity favours both reversed and normal spells).
