Difference between revisions of "Rules of Magic"

From OSE SRD
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'''Reversible spells:''' Some spells are reversible; this is indicated in each spell’s description.
 
'''Reversible spells:''' Some spells are reversible; this is indicated in each spell’s description.
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== Memorizing Spells ==
 
== Memorizing Spells ==
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'''Duplicate spells:''' A character may memorize the same spell more than once, as long as they are capable of memorizing more than one spell of the given level.
 
'''Duplicate spells:''' A character may memorize the same spell more than once, as long as they are capable of memorizing more than one spell of the given level.
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== Casting Spells ==
 
== Casting Spells ==
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'''Line of sight:''' Unless noted in a spell’s description, the intended target (a specific monster, character, object, or area of effect) must be visible to the caster.
 
'''Line of sight:''' Unless noted in a spell’s description, the intended target (a specific monster, character, object, or area of effect) must be visible to the caster.
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== Spell Effects ==
 
== Spell Effects ==
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'''Cumulative effects:''' Multiple spells cannot be used to increase the same ability (e.g. bonuses to attack rolls, AC, damage rolls, saving throws, etc.). Spells that affect different abilities can be combined. Spells can be combined with the effects of magical items.
 
'''Cumulative effects:''' Multiple spells cannot be used to increase the same ability (e.g. bonuses to attack rolls, AC, damage rolls, saving throws, etc.). Spells that affect different abilities can be combined. Spells can be combined with the effects of magical items.
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== Arcane Magic ==
 
== Arcane Magic ==
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The normal or reversed form of a spell must be selected when the spell is memorized. An arcane spell caster may memorize both forms of a spell if the character is able to memorize more than one spell of the given level.
 
The normal or reversed form of a spell must be selected when the spell is memorized. An arcane spell caster may memorize both forms of a spell if the character is able to memorize more than one spell of the given level.
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== Divine Magic ==
 
== Divine Magic ==
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* '''Chaotic characters:''' Will usually use reversed spells, only using the normal versions of spells to benefit allies of their religion.
 
* '''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).
 
* '''Neutral characters:''' Will favour either normal or reversed spells, depending on the deity served (no deity favours both reversed and normal spells).
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= Spell Books =
 
= Spell Books =
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'''Number of spells:''' A character’s spell book contains exactly the number of spells that the character is capable of memorizing (as determined by the character’s class and level).
 
'''Number of spells:''' A character’s spell book contains exactly the number of spells that the character is capable of memorizing (as determined by the character’s class and level).
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== Beginning Spells ==
 
== Beginning Spells ==
  
 
Arcane spell casters begin play with as many spells in their spell book as they are able to memorize. The referee may choose these spells or may allow the player to select.
 
Arcane spell casters begin play with as many spells in their spell book as they are able to memorize. The referee may choose these spells or may allow the player to select.
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== Adding Spells ==
 
== Adding Spells ==
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* '''Mentoring:''' The character may consult an arcane guild or mentor to learn new spells. This process takes about a week of game time. The spells a character learns in this way are determined by the referee, who may decide to let the player choose.
 
* '''Mentoring:''' The character may consult an arcane guild or mentor to learn new spells. This process takes about a week of game time. The spells a character learns in this way are determined by the referee, who may decide to let the player choose.
 
* '''Research:''' It is also possible to add spells to a spell book by means of Magical Research.
 
* '''Research:''' It is also possible to add spells to a spell book by means of Magical Research.
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== Lost Spell Books ==
 
== Lost Spell Books ==
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* '''Cost:''' The cost per spell to be recovered is 1 week of game time and 1,000gp per level of the spell. For instance, rewriting two first level spells and one 2nd level spell will take 4 weeks and 4,000gp.
 
* '''Cost:''' The cost per spell to be recovered is 1 week of game time and 1,000gp per level of the spell. For instance, rewriting two first level spells and one 2nd level spell will take 4 weeks and 4,000gp.
 
* '''Sole activity:''' This activity requires complete concentration. The character may not engage in any other activity for the required period.
 
* '''Sole activity:''' This activity requires complete concentration. The character may not engage in any other activity for the required period.
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== Captured Spell Books ==
 
== Captured Spell Books ==
  
 
Each arcane spell caster’s spell books are written so that only the owner is able to read the spells without the use of magic.
 
Each arcane spell caster’s spell books are written so that only the owner is able to read the spells without the use of magic.
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= Magical Research =
 
= Magical Research =
  
 
Many spell casting character classes can also perform research into new spells, magic items, and other magical effects, as noted in the class description. This requires time, monetary outlay, and sometimes rare and unusual ingredients.
 
Many spell casting character classes can also perform research into new spells, magic items, and other magical effects, as noted in the class description. This requires time, monetary outlay, and sometimes rare and unusual ingredients.
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== Chance of Failure ==
 
== Chance of Failure ==
  
 
Success in any magical research is not guaranteed. There is a minimum probability of 15% that any magical research endeavour fails. If the research fails, the money and time invested are lost.
 
Success in any magical research is not guaranteed. There is a minimum probability of 15% that any magical research endeavour fails. If the research fails, the money and time invested are lost.
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== Creating New Spells ==
 
== Creating New Spells ==
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Researching a new spell takes two weeks per spell level and 1,000gp per spell level.
 
Researching a new spell takes two weeks per spell level and 1,000gp per spell level.
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== Creating Magic Items ==
 
== Creating Magic Items ==

Revision as of 09:56, 4 December 2019

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).

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: Some spells are reversible; this is indicated in each spell’s description.


Memorizing Spells

Rest and time requirements: A spell caster can memorize new spells after an uninterrupted night’s sleep. It takes one hour to memorize all spells the character is capable of memorizing.

Duplicate spells: A character may memorize the same spell more than once, as long as they are capable of memorizing more than one spell of the given level.


Casting Spells

A memorized spell may be cast by precisely replicating the required set of hand gestures and mystical spoken words.

Once only: When a spell is cast, knowledge of the spell is erased from the mind of the caster until it is memorized again.

Freedom: The character must be able to speak and move their hands. A spell caster cannot cast spells if gagged, bound, or in an area of magical silence.

Line of sight: Unless noted in a spell’s description, the intended target (a specific monster, character, object, or area of effect) 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: Multiple spells cannot be used to increase the same ability (e.g. bonuses to attack rolls, AC, damage rolls, saving throws, etc.). Spells that affect different abilities can be combined. Spells can be combined with the effects of magical items.


Arcane Magic

Memorizing Spells

Arcane spell casters memorize spells from 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. An arcane spell caster may memorize both forms of a spell if the character is able to memorize more than one spell of the given level.


Divine Magic

Memorizing Spells

Divine spell casters memorize spells through prayer to their gods. 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. If the character ever falls from favour with their deity, penalties (determined by the referee) may be imposed. These may include penalties to attack (–1), a reduction in 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).


Spell Books

Arcane spell casters record the spells that they know in a spell book.

Number of spells: A character’s spell book contains exactly the number of spells that the character is capable of memorizing (as determined by the character’s class and level).


Beginning Spells

Arcane spell casters begin play with as many spells in their spell book as they are able to memorize. The referee may choose these spells or may allow the player to select.


Adding Spells

When the number of spells an arcane spell caster can memorize increases (e.g. by gaining an experience level), they can increase the selection of spells in their spell book. In this way, the number of spells in the spell book may be brought in line with the number of spells the character can memorize. This is possible in two ways:

  • Mentoring: The character may consult an arcane guild or mentor to learn new spells. This process takes about a week of game time. The spells a character learns in this way are determined by the referee, who may decide to let the player choose.
  • Research: It is also possible to add spells to a spell book by means of Magical Research.


Lost Spell Books

An arcane spell caster can rewrite the spells in a lost or destroyed spell book:

  • Cost: The cost per spell to be recovered is 1 week of game time and 1,000gp per level of the spell. For instance, rewriting two first level spells and one 2nd level spell will take 4 weeks and 4,000gp.
  • Sole activity: This activity requires complete concentration. The character may not engage in any other activity for the required period.


Captured Spell Books

Each arcane spell caster’s spell books are written so that only the owner is able to read the spells without the use of magic.


Magical Research

Many spell casting character classes can also perform research into new spells, magic items, and other magical effects, as noted in the class description. This requires time, monetary outlay, and sometimes rare and unusual ingredients.


Chance of Failure

Success in any magical research is not guaranteed. There is a minimum probability of 15% that any magical research endeavour fails. If the research fails, the money and time invested are lost.


Creating New Spells

The player should describe in detail the spell they wish to create and the effects it has. The referee will then decide if the spell can be created and, if so, what the spell level will be.

Restrictions

The character must be capable of casting spells of the level the new spell will be.

Cost and Time

Researching a new spell takes two weeks per spell level and 1,000gp per spell level.


Creating Magic Items

The player should describe in detail the item that they wish to construct and the effects it has. The referee will decide whether this is possible and, if so, what kinds of materials are required.

Restrictions

Divine spell casters: May only create items that they are able to use themselves.

Arcane spell casters: May create any item except those that may only be used by divine spell casters.

Materials

Creating magic items often requires rare components such as expensive gems or ingredients from rare animals or monsters. Often, adventures will be required just to acquire these materials.

Cost and Time

Duplicating spell effects: Many magic items duplicate the effects of a spell, generally costing one week of game time and 500gp per level of the mimicked spell.

Multi-use items: If the item created can replicate a spell effect multiple times (for example a wand with charges), the cost in time and money is multiplied by the number of uses.

Other items: Some magic items do not mimic spell effects precisely and for these the referee will have to use discretion. The more powerful the item, the more difficult it should be to construct. As a general rule, items should cost from 10,000 to 100,000gp and from 1 month to 1 year of game time to complete. Some examples: 20 arrows +1 (10,000gp, 1 month), plate mail +1 (10,000gp, 6 months), crystal ball (30,000gp, 6 months), ring of x-ray vision (100,000gp, 1 year).

Other Magical Research

Characters that are able to research spells or magic items may also attempt to research other kinds of magical effects for which a magic item or spell is not appropriate. For example, a character may wish to sanctify a holy site or create magical traps, constructs, or portals.

As with magic item creation, the referee decides the time and cost of the research. The following may also be required:

  • The casting of certain, specific spells.
  • Rare ingredients.
  • In some cases, it may also be necessary to periodically repeat the ritual to renew the magical effect.