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magic:spells

Spells

Some character classes can cast magic Spells. A spell consists of instructions for gathering magical energy into the character’s mind (called memorising the spell), along with a set of hand motions and magic words to cast the spell. Each spell a character memorises exists as a pattern of magical energy in their mind. When a spell is cast, the magical energy is erased from the character’s mind until the spell is memorised 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 below.
Spell level: Spells are divided into levels, indicating their difficulty and power.
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 of which levels they can memorise 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.

Memorising Spells

Rest and time requirements: A spell caster can memorise new Spells once a day, after an uninterrupted night’s Sleep. Spell memorisation (up to the maximum number the character can memorise) takes one hour.
Duplicate Spells: Characters able to memorise multiple Spells of a given level can opt to memorise 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 character can cast a memorised spell by precisely replicating the required sequence of hand motions and magic words. No roll is required to cast Spells.
Once only: When a spell is cast, the magical energy pattern in the caster’s mind is erased until the spell is memorised 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.

Spell Effects

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.
Selecting targets: Some Spells affect multiple targets, either by area or by Hit Dice total (see below). If the spell description does not specify how targets are selected, the referee must decide whether they are selected randomly, by the caster, etc.
Hit Dice totals: Treat monsters with less than 1 HD as 1 HD and monsters with a fixed hit point bonus as having the flat HD. (For example, a 3+2 HD monster is treated as 3 HD.)
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 (or “stack”). Spell effects can combine with magic item effects, however.

Arcane Magic

Memorising Spells

Arcane spell casters memorise Spells by studying spell books. They 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 memorised. Both forms of a spell may be memorised if the character is able to memorise more than one spell of the given level.

Divine Magic

Memorising Spells

Divine spell casters memorise Spells by praying to the deity or higher power they worship. When praying for Spells, divine spell casters can choose any Spells in their class’s 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).
magic/spells.txt · Last modified: by 127.0.0.1

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