Magic Rules


Spell magic is a direct gift from the gods. Only the divine truly understand the arcane forces of the universe well enough to formulate or even modify spells. Throughout history, the gods have gradually contributed to the knowledge of magic mortals have by granting spell knowledge to those they feel fit. Those granted magics through history have been know to react very differently to the gift. Some would receive new spells from a patron deity and keep them as secret as possible. Others would share or trade them for other arcane learning. Of the spells that are "commonly" distributed today, most of them can be assumed to at one time to have been an individual gift from one deity to an individual or group of followers. Spell knowledge today is by no means "common". Though there are many spells that have been distributed in one manner or another, large collections of vast spell knowledge are rare. Most organizations with an arcane bent do attempt to acquire and hoard spell knowledge; and the most successful may have as many as fifty spells in their libraries. Many organizations have a reputation for being ruthless in their pursuit of new magics and protecting those which they have. Additionally there are less common spells thought to exist. Spell formulas taught to those mortals who saw fit not to share them in any way and whom protected them better than most. These spells are lost to history, and many will go to great lengths to unbury them when possible. Unlike other AD&D games, there is no differentiation between clerical and arcane spells in this campaign. The method of invoking spells is exactly the same for all mortals be they evil demon worshipers or holy clergy. There are many titles for those who can invoke magic, but they are just titles. Clergy are not a special type of caster in any way. Cleric is a social status and job position. There are many clerics who have no knowledge of magic at all, just as there are clergy whom desire every bit the mastery of magic an arch mage does.


Learning New Spells

Learning a spell first requires that a character have access to the complicated spell formula. Spell formula generally exist in spell books and other sources written with the intent of allowing another to learn the spell from that source. Magical scrolls which are empowered to allow a person to cast a spell directly from the scroll generally do NOT contain enough of the spells actual formula to learn the spell from. They only do if they were created as magical scrolls as described in that feat, AND have the entirety of the formula transcribed as described below. This is very rare in that most scrolls are written with one of two intentions in mind. In such a rare case, Using one function of such a scroll does not render it useless for the other. Attempting to learn a spell a character has access to requires time. This takes a number of days equal to the Spells DC - 10 then divided by 5. This time in days must be spent in near complete dedication to the study of the spell. Once this is done, a roll may be made. Character makes a D20 roll and adds his "Learn Skill" rating. If the roll beats the DC of the spell, the character has learned this spell. If it is failed, the mage may not make another attempt until his "learn spell" skill increases in rating.


Transcribing a Spell Formula

Being able to transcribe a spell is very important. First, many sources from which spell knowledge may come will not allow a character to take the original source with them to learn and refresh their understanding of the spell from. Secondly being able to create back up spellbooks and such is always useful. Spell formula as a rule are the DC of the spell divided by 4 pages long. Transcribing a spell requires as many pages as is necessary, a full vial of ink and 1 day per 10 DC of the spell.


Maintaining Spell Knowledge

Spells are very complicated and even the greatest mages must consistently refresh their familiarity with the subtle nuances of them. This means going back to re-reading and double check the spell formula to ensure that everything is correct in the wizards memory. This is why spell books are so important to a mage. They need them as a constant source of reference to keep fresh on their known spells. Characters are required to study and refresh their knowledge of their own spells for 1 minute per day for every 15 DCs worth of spells they know. For each day that it has been that a caster has not refreshed his memory of his spells as described above, that caster suffers an accumulative -1 penalty to his "cast spell" rolls. As you can surmise, Mages separated from there ability to refresh their knowledge of their spells fast become prone to little errors that may make casting very hazardous.


Casting Spells

If a character wants to cast a spell, a couple things must be in place. First, the character must know the spell. Secondly the character must have the necessary amount of manna availiable that the spell demands. These in place, the caster rolls a D20 and adds to this his "Cast Spell" rating. To successfully cast the spell, this result must be equal to or greater than the spell's DC. If successful, the spell is cast and the manna depleted as normal. If the roll fails to meet the DC of the spell, calculate by how much the roll failed and consult the "Spell Casting Failure" table below.


Manna Well

Manna is the power which fuels spell casting. Casting spells depletes a character's manna well when those spells are cast. This manna well is restored to full when a character gets a good night sleep. A character's maximum manna well is determined by a couple factors. First all characters start with 2 simply for being human. Secondly, they gain their attribute modifier for their wisdom. For each character level beyond fist, they gain an additional one. Each point of the "manna well" skill also raises this by one.


Making New Spells

Spell magic is VERY complicated and beyond mortal understanding. All spell knowledge known to man has been imparted to it by god like beings. Most spell casters who make use of invocations understand only a small fraction of the formula they are making use of. What this means is that mortal wizards and sorcerers are merely users and practitioners of magic and by no means are it's master. Mortal casters are NOT capable of creating new spells or modifying existing ones on their own.


Taking 10 and Taking 20

Taking 10 or 20 can not be done for learning or casting spells. Both are very complicated demanding tasks each time you do them.


Spell Casting Failure

Failure by

Result

1 - 4 Spell is not cast yet manna is expended
5 - 8 Spell is not cast, but double manna is expended
9 - 10 Caster suffers 2D6 HPs damage. Normal manna is expended.
11 Caster looses 1D10 pts of DEX which return at a rate of 1 per day. Normal manna is expended.
12 Caster looses 1D10 pts of STR which return at a rate of 1 per day. Normal manna is expended.
13 Caster looses 1D10 pts of CON which return at a rate of 1 per day. Normal manna is expended.
14 Character struck deaf . Normal manna is expended.
15 Casters ability to channel manna, thus cast spells fried and impossible for 1D20 days *
16 Caster struck blind. Normal manna is expended.
17 Caster suffers complete amnesia ( personal info, skills, spells, everything) for 1D20 days. Normal manna is expended.
18 Caster brain fried and he / she dies
19 Caster's brain fried ( death) an soul banished ( resurrection impossible)

There are some magic spells that are deity specific. These are not clerical spells in a classic AD&D senesce. They can be cast by anybody who can cast magic normally. Like all normal spells, a caster performs the invocation and, if successful, an effect is produced. These deity specific spells when cast successfully produce an effect of contact of some sort between the caster and a particular deity or his servants. Whether or not the actual effects occur are completely at the discretion of the deity whom the spell is appealing to. The deity will make his choice about granting the appeal based upon a number of factors such as the deity's relationship with the caster and the what will be accomplished by the deity fulfilling the spell. Deities are far more likely to fulfill appeals from their worshipers and clergy then from those merely invoking their name. Because of this, many sorcerers who find spells which appeal to various deities spend some effort to pay them respects in the hopes of bettering their likelihood of having appeals granted in the future.

All spells which invoke a particular deity have written into them an option of offering up a sacrifice to the deity in attempts to win the deitie's favor and his positive response to the appeal. Anything may be offered; food, drink, art, riches, animals, and even people. All deities have different likes and will be swayed to varying degree by who offers up what in search of what blessing. Obviously clergy spend a lot of time making an art out of what sacrifices appeal to their deities. Casting these spells does not require a sacrifice of any kind to be successful. Deities commonly grant these requests to their faithful without need of any offering what so ever. Clergy however often offer as grand an offering at any chance they can, needed or not, to deeper ingratiate themselves to their patron. Acceptance of offerings are completely at the deities whim. Deities have been know to accept grand offerings from the unfaithful and grant them no favor as a lesson. Other times offerings have been known to win the favor of deities who granted requests that seemed very unlikely. Benevolent gods have been known to reject the offerings of their clergy yet still shower them with blessings. It also must be noted that there is no negotiating process in the offering. The offering needs to be sacrificed as the spell is being cast. There is no haggling with the deity. The only guide a caster has in choosing his offering , if any, is his own personal learning, insight and experience. In short, the deity gets to decide both if the offering will be taken and if the favor will be granted.


DC and Manna cost for spells

Level of Spell DC of Spell Manna cost to cast

Level 0 Cantrip

12

1

Level 1

15

1

Level 2

17

2

Level 3

19

3

Level 4

21

4

Level 5

23

5

Level 6

25

6

Level 7

27

7

Level 8

29

8

Level 9

31

9


Casting Modifiers

Casting spells is a complicated art. There are several situations which modify a character's ability to cast spells properly. People generally do much better casting spells in ideal situations than in the stress of battle. Additionally manna doesn't flow through most metals very well, and armor often limits a casters range of motion. Due to this, equipment a character has equipped will often modify how difficult spell casting can be. Below are a list of circumstances that modify the difficulty of casting attempts.

Modifiers combat casting Melee casting

Wielding tiny weapon -1 penalty
Wielding small weapon -2 penalty
Wielding non metal medium sized weapon -3 penalty
Wielding metal medium sized weapon -4 penalty
Wielding non-metal large weapon -5 penalty
Wielding metal large weapon -6 penalty
Wearing light armor -1 penalty
Wearing medium armor -3 penalty
Wearing heavy armor -6 penalty
Carrying a shield -3 penalty
Poor nights sleep -1 penalty
Exhausted ( very bad or no sleep) -3 penalty
Sleep deprived ( days with little or no sleep) -6 penalty
Ideal Situation ( extra time, comfort, no stress ) +2 bonus