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MAGIC & SPELLS ay, October 27,2019 12:17 PM SPELL CHECKS Sunday, October 27, 20 9 1247 PM ‘Spell Checks ‘When your character casts a spell, arcane or divine, you make a Spell check, 1420 + (WIS/INT) modifier + caster level The DC =10 + (2x spell level} If the spell allows a Saving Throw, it gets a +1 DC for every two points by which the Spell Check was exceeded. $0, a 2nd level spell (DC 14) cast with a Spell check of 20 adds +3to the Saving Throw to resis. Magic-Users also apply severe modifiers for wearing bulky armor, and there may be other modifiers specific to certain situations. Compare the result to the casting table for that spell. The generic spell table is for devices or other situations. The higher you roll, the more extraordinary the result, according to the casting table. Make the spell check when the spells first cast, even if the casting time is more than one round. High results may reduce casting time. A novice magic user cannot cast spells beyond his comprehension, but he may attempt to cast a spell of any level he has learned, This means he may attempt to cast spells where he suffers a significant chance of failure, based on his spell check modifier. If he judges the attempt worthwhile, so be it; but there are consequences to failure. Casting Table - Generic 1-> Fizzle (misfire or corruption?) Spell fails with a mishap or worse. 2AL-> Fizzle & Lost Spell fails & is lost from memory for the Day 12.:13-> Placeholder Spell succeeds reduced effect 14-17-> Placeholder Spell success 18-19-> PH Spell bonus 20-23-> PH Spell bonus x2 20-27-> PH Spell bonus x3 28+-> PH Spell Max A spell check result of a natural 1 may resutt in a misfire or corruption for an Arcane spell. The caster attempts a Saving Throw versus Magic (+2 DC/Spell ll). A failure results in a misfire (check the spell entry for effects). failure on a roll of a natural 1 results in corruption. Each and every time a cleric rolls a natural 1 on a spell check, he must roll on the Disapproval table. In addition, any time a cleric rolls within his disapproval range (based on number of failed spell checks on this day), disapproval also occurs. The roll is 1d4 for every point on the spell check. For example, ifthe cleric rolled a natural 1, he would roll 1d4. if he rolled a natural 4 and that counted as disapproval, he would roll 4d. And so on. This roll is reduced by the cleric’s WIS modifier. DIVINE MAGIC Sunday, October 27,2019 12:17 PM ACA weer en DIVINE MAGIC sunday, October 27,2019 2236 9M Beginning Spells ‘Clerics can cast any spel on their spel ist, and do not use spellbooks. So alist level clerics have full access to alist level spells, for instance. Preparing Spells Each Day A claric must rest fr six continuous hours before preparing spells. After resting, the ceric must meditate and pray for a number of hours equal to ‘the highest level spell Being prepared. This process is sometimes called memorizing spells. The clerics spell charts give the maximum number of spells that can be memorized at each level and the cleric can never have mare than this number prepared at one time. Reversible spells must be prepared as either the “straight” version or the “reversed” version; the decision cannot be made at the time of carting. A Clerc can only safely prepare spells once every twenty-four hours. The mind simply cannot handle any more Casting Spells Spells are cazt by a combination of mental effort, gesticulation, and chanting. In orderto cast a spell a cleric must clutch a holy symbol of his religion and be able to chant freely. character that is bound, gagged, Silenced, or otherwise unable to gesture or speak cannot cast spells. Casting ‘spel cannot be done secretly, stealthy, or disguised as another activty; the actions necessary to casting a spell willbe abvious to all Spell Scrolls Scrolls are magical tems which allow a cleric to cast a spell without prior memorization, even ifthe spells of higher level than the clerics able to ‘ast. The scrolls are written in the language of the writer, sono Read Magic spel is necessary as itis for Magi-User spells, but to use a scroll cleric must be able to read the language of the writer. Curiously, scrolls written by clerics af different religions can be used with no penalty or ‘modification, and itis this fact that leads some heretical and blasphemous philosophers to believe that divine magic isnot actually directly connected to any particular religion or deity. Casting a spell rom a scroll erases it from the scroll. A character must hold the scrll with both hands in orderto read/use it, and fused in combat takes the entire action of the caster to use, All spells cast from scrolls use the level ofthe reader, not ‘the writer, to determine the effects ofthe spell. Weiting a Serolt [Any cleric can create a spell scrallfor any spall that he is able to cast. The process costs 50 sp per day in offerings to the clerics deity and/or ritual expenses. Even though a scrollis essentially @“one-use" formula for a spell, scrolls must be individually created with the requisite prayers and meditation Protection Scrolls, Clerics are able to create scrolls which can repel certain types of creatures. The cleric creating the scroll even gets to choose which category. It can bbe as specific asthe cleric wants (’Humanoids who dwell in the Foul Caverns!), but can anly be so general as to make easy distinction between affected and nonaffected creatures. It costs 50 sp per day in offerings to the clerics deity and/or ritual expenses to create a Protection scroll. Protection scrolls, when used, will prevent the target dass of creature from approaching within 10' ofthe user for d4+ 2 Turns Creating Holy Water ‘Water that isto be made into holy water must first be at rest in @ basin in a place holy to the cleric’ religion. Then, tthe same time every day for nine days straight, 2 Bless spell must be cazt onthe basin and its contents, On the tenth day, the water must be placed in aval, and then the tenth Bless cast upon it. Only then can it be used to combat the unnatural and the evil. Mast *haly water” used in religious rituals and services is merely symbolic. While suitable for ts purpose, it does not have any patency against the undead or otherworldly creatures unless this ritual is performed DIVINE MAGIC Sunday ber 27, 20 9 1236 PM Researching a Spell ‘A deri¢’ player can invent totally new spells for his character to research. The player must first write the spell in the format of the other spells in the spell lists. The DM must approve the spell, and should revise the spell for the player in advance of any research (sometimes this will merely involve altering the spell level) If successful, the character now has a spell that no other character has in the gam The process costs 100 sp per day in sacrifices and/or ritual costs as determined by the cleric’s rel Time of Magical Activities ‘When writing scrolls or researching spells, the character (and player) will never know exactly how longit will take. The DM will randomly determine the actual necessary length of time it should take according to the table below (which the player may also use to estimate how long they wish to work). The period must be uninterrupted for the character; any significant interruption undoes all work and the project must be started anew. The costs up to that time are wasted. Only after the time passes in- game and the money is spent can success be determined. There is also a 10% chance that any failed project results in a curse as determined by the DM. The time required is doubled ifthe cleric is not ‘working in a temple or church of his religion of a size more than a thousand square feet times the level of the spell. The character's WIS modifier is applied to the final number of required days (with a positive modifier lessening the number of days, of course). The minimum amount of time it takes to research spells or write scrolls is never less than a day. ACTIVITY TIME Writing a Scroll Spell Level x 2d6 Days Researching a New Spell Spell Level x 4d6 Days DIVINE MAGIC Friday, Movember, 2019 153M Sacrifices ‘A cleric may make sacrifices to his deity in order to regain favor. Sacrifices vary according to the nature of the deity, but in general, any offering of material wealth counts Other acts may count as well, a the discretion ofthe DM. Sacificing wealth means the tems must be burned, melted down, donated to the needy, contributed to atemple, or otherwise relieved from the character's possession They may be donated as part ofa special rte or simply added to atemple's coffers Thisis not arapid combat action; it requires @ minimum time of atleast one turn and the deric's full concentration. For every 50 sp of sacrificed goods, a cleric “cancels” one point of normal disapproval range For example, a disapproval range of 1 through 4 can be reduced to1 though3. A natural1 sil counts as automatic failure and disapproval A great deed, quest, or service toa deity may also count asa sacrifice, atthe DM's discretion. Turn Unholy ‘A cleric wields his holy symbol to turn awvay abominations At any time, a cleric may utilize a spell check to deter unholy creatures An unholy creature is any being that the cleric's scriptures decare unholy. Typically this includes undead, demons, and devils As with all spell checks, the ‘turn unholy spell check is made as follows:1<20 +WIS modifier + caste level. Failure increases disapproval range, as with any other spell check. Lay on Hands Clerics heal the faithful. By making a spell check, a cleric may lay on hands to heal damage to any living creature The cleric may not heal Undead, animated objects (eg, living statues), extraplanar creatures (eg, demons, devils, elementals, etc), or constructs (e.g, golems) in this manner. The cleric must physically touch the wounds of the faithful and concentrate for 1 action The spell check is made as any other: rll1420 ++ WIS modifier + caster level Failure increases disapproval range, as with any other spell check. ‘The damage healed varies according to several factors ‘+ Itisalways anumber of dice, withthe type of dice determined by the hit die ofthe creature to be healed. ‘+ The number of dice healed cannot exceed the target's hit dice or class level ‘+ Finally, before rolling his spellcheck, the cleric may elect to heal a specific condition instead of hit points Healed dice translate to conditions as noted below. In this case, the targets hit dice or cass level do not act asa ceiling Ifthe cleric heals the indicated dice, the ‘damaging condition is alleviated. “Overflow hit dice do nat become normal healing and f the healed dice are too low, there isno effect © Broken Limbs (1 die) Organ Damage (2 dice) Disease @ dice) Paralysis @ dice) Poison 3 lice) Blindness/Deafness (dice) The clerics alignment further influences the results, as follows: Spellcheck Same Adjacent Opposed Lu Failure Failure Failure 1213 2dice die 1die 1419 Sdice 2dice 1 die 20-21 4dice 3dice —-2dice 2+ Sdice 4dice 3 dice ARCANE MAGIC Sunday, October27,2019 12:17 PM ARCANE MAGIC Sunday, October27,2019 12:33 PM Casting Spells Spells are cast by a combination of mental effort, gesticulation, and incantations. in order to cast a spell, a Magic-User must have both hands free (or be carrying a staff or wand) and be abletto recite the incantation freely (demi humans merely require one free hand). A character that is bound, gagged, Silenced, or otherwise unable to gesture or speak cannot cast spells. Casting a spell cannot be done secretly, stealthily, or disguised as another activity; the actions necessary to casting a spell will be obvious to all. Magic Users and Demi-humans cannot cast spells if they are more than Lightly encumbered. Time of Magical Activities ‘When transcribing or researching spells, the character (and player) will never know exactly how long it will take. Magic is a risky business. The player must declare ahead of time how long the character will take to perform the activity. The DM will randomly determine the actual necessary length of time it should take according to the table below (which the player can also use to estimate how long they wish to work). The period must be uninterrupted for the character; any significant interruption undoes all ‘work and the project must be started anew. The costs up to that time are wasted. Only after the time passes in-game and the money is spent can success be determined. Ifthe character spent time equal to, or greater than, the amount necessary, then the work is automatically a success. f the character spent less time, the entire project is a failure; all work has been for naught, all money spent has been wasted, and the process must begin again from scratch. There is a 10% chance that any failed project results in a curse as determined by the DM. The time required for items 1-5 is doubled if the Magic User is not ‘working in a library worth at least 1,000 sp per level of the spell in question. Time to create a potion is doubled if the Magic User is not working in a laboratory worth at least 1,000 sp per level of the spell that the potion will duplicate. Creating a wand or staff requires both a library and a laboratory worth at least 1,000 sp each per highest spell level included or the time is doubled. The character's INT modifier is applied to the final number of required days (with a positive modifier lessening the number of days, of course). The minimum amount of time it takes to research spells or write scrolls is never less than a day. TIME REQUIRED ing a Scroll Spell Level x2d6 Days Transcribing a Spell from Scroll to Spellbook Spell Level x 1d6 Days Transcribing a Spell from Spellbook to Spellbook __ Spell Level x 1d3 Days Researching a Spell on the Spell Lists Spell Level x 346 Days Researching a New Spell Spell Level x 4d6 Days Creating a Potion Spell Level x 1d6 Days Creating a Wand or Staff Total Spell Levelsx 10x 146 Days cost S0sp/day 20sp/day 10sp/day 25sp/day 30sp/day S0sp/day S0sp/day ARCANE MAGIC Sunday, October 27, 1233 PM Beginning Spells ‘At the start of play, every Magic User's spellbook contains Read Magic plus three other randomly determined first level spells. A demi-human begins play with only Read Magic in the spellbook. Upon attaining a new level, a Magic-User can add one random spell to his book free of charge from his choice of spell levels he is already able to cast, but the time for researching or transcribing the spell remains as, standard, Preparing Spells Each day a magic-user must rest for six continuous hours before preparing spells. After resting, the magic user must study his spellbook for a number of hours equal to the highest level spell being prepared. This processis sometimes called memorizing spells. Spells remain in memory until the magic. user fails a spell check. Once this happens they fade from the mind like a dream upon waking. The Magic-User's spell chart give the maximum number of spells that can be memorized at each level and the Magic-User can never have more than this number prepared at one time. Reversible spells are effectively two different spells: the “normal” version and the “reversed” version. They must be researched, transcribed, and prepared as different spells. A Magic-User can only safely prepare spells once every twenty-four hours. The mind simply cannot handle any more. Magic-Users can only prepare spells which are written in their spellbooks. Spell Scrolls Scrolls are magical items which allow a Magic-User to cast a spell without prior memorization, even if the spell is of higher level than the Magic User is able to cast. A Magic-User must cast Read Magic in order to read a scroll (even to identify the spells contained on it), but at any point thereafter the spell can be cast from a scroll. A scroll can have multiple spells on it, but only one spell can be cast at atime Casting a spell from a scroll erases it from the scroll. A character must hold the scroll with both hands in order to read/use it, and if in combat it takes the caster an entire action to use, just like casting a normal spell. All spells cast from scrolls use the level of the reader, not the writer, to determine the effects of tthe spell with a Spell Check as usual. Failure, in this case, does nat erase the spell from the casters mind, though it does use up the scroll. Writing a Scroll ‘Any Magic-User can create a spell scroll for any spell in his spellbook. The process costs 50 sp per day. Even though the scroll is essentially a “one-use” formula for a spell, each must still be individually researched and crafted, and not mass-produced. Indeed, making a copy of a spell scroll will not imbue the copy with magical energy, or at the Referee’s discretion, perhaps making the copy would dissipate all magical energy from the original as welll It takes the following amount of time to craft a spell scroll: (Spell Level x 2d6) days Transcribing Spells From a Scroll to a Spellbook: if a Magic-User finds a spell scroll containing a spell not already in the Magic-User's spellbook, he can instead transcribe the spell on the scroll into his spellbook. This will remove the spell from the scroll. The process casts 20 sp per day. From Spellbook to Spellbook: Spellbooks are large, bulky things, and valuable at that. While a Magic. User can freely use any spellbook upon which he has cast Read Magic, sometimes a Magic-User may ‘want to consolidate spellbooks or create new ones. This process is similar to writing scrolls, but does not erase the spell from the original source. The process costs 10 sp per day. ARCANE MAGIC Sunday, October 27,2019 12:33 PM Creating a Potion ‘Spells which affect a person can, for al intents and purposes, be made into liquid form so that the imbiber gains the benefit of the spell ‘The maker ofthe potion must be able to cast the spell being turned into a potion Ifa Cleric assists the Magic-User, a potion capturing ‘the essence of any of the healing spells (Cure Wounds or Cure Disease) can be made, though the Cleric must be of high enough level to ‘cast the spell in question The processto make a potion costs50 sp per day. Creating a Staff or Wand Determine What Spells the Item Will Contain ‘A wand of staff can only ever cast the spells that tis designed to cast. Wands can generally hold only one specific spell, ut up to three different spells may be used i they are all closely related in effect. Staves can have up to three spells or five ifthey are all closely related. Enter the Original Charges Once all the work on the physical staff or wand is completed and the proper preparations are made, a Permanency spell must be cast on ‘the item, followed by at least one casting of every spell to be represented inthe staff or wand. However, the maximum number of| charges will aso be determined at this point, as the total number of spells cast into ‘the wand (not counting the Permanency spell) will determine its maximum number of charges Usually the lowest level spell isthe one ‘cast multiple times in order to increase the charges These spells must be cast without interruption into the item, so itis usual for a ‘group of mages, or amass number of scrolls, to be used inthe effort. The maximum number of charges a wand can handle is99, while @ staff can handle 49 charges The base number of charges used by each spell is determined by the levels of spells included. The lowest level spell expends one charge, and the difference between the spell level of, ‘their effects determines the number of charges that higher-level effects expend. For example, a wand that can cast Invisibility 10° Radius ‘and Mass Invisibility would lose one charge each time alnvisibiity 10' Radius is used, and four charges for each Mass Invisibility, for that spell is four spell levels more than Invisibility 10° Radius. Recharging a Staff or Wand The Permanency spell must be cast on a staff or wand in order to recharge it In this case, and only this case, ifthe Magic-Userfailsthe saving throw versus Magic and loses a point of Constitution when casting the Permanency spell, this lost Constitution isnot ost permanently and is healed at the normal rate However, recharging a wand or staff isnot a definite process, as each time that the spells cast, the Magic-User must make a save versus Magic, and only on a success does the spell ‘cause the staff or wand to regain a charge The process of making a staff or wand costs50 sp per day.

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