Spells
Character classes like magic-users and clerics have the ability to cast a variety of useful magical spells. A magic spell consists of a complex pattern of hand gestures and mystical command words that, when performed by a spellcaster, conjures a powerful magical effect. Spellcasters must memorize these patterns to cast the spells. When a spell is cast, the mental strain may cause the pattern to be erased from the caster’s memory. In this case, it must be memorized again before the spellcaster can cast it another time.
Arcane Magic vs Divine Magic
Magic-users practice arcane magic by researching ancient rituals in occult and esoteric writings, learning how to manipulate raw magical energies to amazing effect. They record spell formula in spellbooks and consult these books when memorizing their spells.
Clerics practice divine magic, their magical casting ability granted via the worship of deities and other divine entities. Rather than carry spellbooks, a cleric prays to their god and is granted a selection of spells for that day through divine inspiration.
Class Spell Lists
The character’s class determines which spells they will have access to. A list of spells is provided for each class that can use magic. The lists are numbered so that random spells can be rolled for.
Spells Per Day
The character’s level determines how many spells they can memorize each day.
Spell Memorization
Spellcasters can memorize new spells after an uninterrupted night’s sleep and one hour of study or prayer. A character may memorize the same spell more than once, so long as they have the capacity.
Reversible Spells
Some spells are reversible, offering an opposing effect, as noted in their descriptions.
Spellcasting
To cast a memorized spell, the caster must precisely replicate its required hand gestures and mystical spoken words.
Freedom
The caster must be able to speak and move their hands freely to cast a spell. If they’re gagged, bound, or in an area of magical silence, they cannot cast spells.
Line of Sight
Unless a spell’s description states otherwise, the caster must have a clear line of sight to the intended target, whether it’s a creature, object, or area of effect.
Target Selection
For spells affecting multiple targets (by area or Hit Dice), if the description doesn’t specify, the referee decides how targets are chosen (e.g., randomly, by the caster, etc.).
Concentration
Some spells require you to concentrate to maintain their effect. Unless the spell states otherwise, performing any other action or being distracted (like being attacked) will cause your concentration to end, ending the spell.
Cumulative Effects
Multiple spells cannot be used to stack bonuses on the same ability (i.e. to attack rolls, AC, damage rolls, or saving throws). However, spells affecting different abilities can be combined, and spells can also be combined with the effects of magical items.
Retaining Spells
When a spell is cast, the caster makes an intelligence check for arcane magic or a wisdom check for divine magic. The DC is 11 + the spell’s level. On a success, the spell is not forgotten and the spell may be cast again that day. On a failure, the spell pattern is erased from the caster’s mind and the spell must be rememorized.
Arcane Magic
Spellbooks
Arcane spellcasters such as magic-users record the spells they learn into their spellbook. These spells are considered known spells.
Memorizing Spells
The arcane spellcaster must study their spellbook in order to memorize spells. The spell book must be at hand during the memorization process and the caster must have the means of studying the text (i.e. light and concentration).
Reversing Spells
If a spell has a normal and a reversed form, the spellcaster must choose which form to memorize when preparing the spell. If the character is able to memorize more than one spell of that specific level, they may choose to memorize both forms separately.
Starting Spells
An arcane spellcaster begins play knowing as many spells as they can memorize per day. The first spell that must be learned is read magic. Additional spells can be determined randomly, or the referee may choose, or allow the player to choose.
Read Magic
The read magic spell is a core part of an arcane spellcaster’s training in the magical arts. This spell must be cast to decipher the magical runes that spells are written in. This is because each spellcaster encodes their spellbook so that no one else can read it without the use of the read magic spell.
Spellbook Limits
An arcane spellcaster may record a number of spells in their spellbook per level equal to twice the number that they can memorize. This is determined by their class and level. For example, a 3rd level magic-user can memorize three 1st level spells per day, and so can record up to six 1st level spells in their spellbook.
Learning New Spells
An arcane spellcaster can learn new spells by recording them into their spellbook. They may not learn more spells than they can record in their spellbook. They can learn new spells in several ways:
- Copying: The spellcaster can attempt to learn and the spell from another spellbook or a spell scroll. They must first cast read magic to identify the spell. It then takes a number of days equal to the level of the spell to learn and copy into the caster’s spellbook. The caster must pass an intelligence check with a DC of 11 + the spell’s level. On a success, the spell is copied into the caster’s spellbook. On a failure, the spell is not learned or copied into the spellbook, and the spellcaster may not attempt to learn this spell again until they level up.
- Mentoring: The spellcaster may attempt to learn a spell under the tutelage of a higher level spellcaster. This mentor must be contacted and must agree to mentoring. Contact is typically made through an arcane guild, but other teachers may be found through adventuring. It takes about one week to complete the mentoring and typically costs 500 sp per level of the spell.
- Research: The spellcaster may spend weeks of research to learn a new spell without a source document or mentor. This typically costs 500 sp per level of the spell and takes a number of weeks equal to the level of the spell. The spell must be of a level that the caster can memorize. The caster must pass an intelligence check with a DC of 11 + the spell’s level. On a success, the spell is copied into the caster’s spellbook. On a failure, the spell is not learned or copied into the spellbook, and the spellcaster may not attempt to learn this spell again until they level up.
Lost Spellbooks
Should an arcane spellcaster’s spellbook get lost, they may recreate it at great expense. It takes 1 week of game time per spell level being recovered, plus 1000sp per spell level being recovered. For example, if a spellbook is being recreated that contain three 1st level spells, a 2nd level spell, and a 3rd level spell, it would take 8 weeks and cost 8000sp. The spellcaster must devote their entire week to this activity, and may not combine it with other activities including adventuring.
Divine Magic
Divine spellcasters, such as Clerics, memorize spells through prayer to their gods. When praying, they can choose any spells from their class’s spell list for which they are of a high enough level.
- Reversing Spells: Divine spellcasters can cast the reversed version of a spell (if available) by simply speaking the words and performing the gestures backward at the time of casting.
- Deity Disfavor: Divine spellcasters must remain faithful to their deity’s tenets, alignment, clergy, and religion. If a character falls from favor, the Referee may impose penalties like an attack penalty (–1), a reduction in available spells, or being sent on a perilous quest. To regain favor, the character must perform a great deed for their deity, such as donating wealth or magic items, constructing a temple, converting people, or vanquishing a powerful enemy of the deity.
- Spells and Deity Alignment: Casting spells (or their reversed versions) that go against a deity’s alignment can also draw disfavor:
- Lawful characters: Only use reversed spells as a last resort.
- Chaotic characters: Typically prefer reversed spells, only employing normal versions to aid fellow allies of their religion or further their god’s agenda.
- Neutral characters: Prefer either normal or reversed spells, depending on the deity served. No single deity prefers both normal and reversed spells.
Magical Research
Some spellcasting classes can research new spells, magic items, and other magical effects. This process requires time, monetary outlay, and sometimes rare ingredients. Success is not guaranteed.
Creating New Spells
Players can describe the spell they wish to create and its effects. The Referee then determines if creation is possible and what the spell level will be.
- Cost and Time: Researching a new spell costs two weeks of game time and 100 gp per spell level.
- Restrictions: The character must be capable of casting spells of the new spell’s determined level.
Creating Magic Items
Players describe the magic item they wish to create and its effects. The Referee decides if it’s possible and what materials are required.
- Restrictions:
- Arcane spellcasters may create any item except those exclusive to divine spellcasters.
- Divine spellcasters may only create items they can use themselves.
- Materials: Item creation often requires rare components like expensive gems or monster parts, which may necessitate further adventures to acquire.
- Cost and Time:
- Duplicating Spell Effects: Items that mimic a spell’s effects generally cost one week of game time and 50 gp per level of the mimicked spell.
- Multi-Use Items: If an item replicates a spell multiple times (e.g., a wand with charges), the time and money cost are multiplied by the number of uses.
- Other Items: For unique or powerful items not mimicking spells, the Referee uses discretion. Such items typically cost 1,000 gp to 10,000 gp and take 1 month to 1 year to complete.
- Examples: 20 arrows +1 (1000 gp, 1 month), Plate Mail +1 (1000 gp, 6 months), Crystal Ball (3,000 gp, 6 months), Ring of X-Ray Vision (10,000 gp, 1 year).
Other Magical Research
Characters capable of spell or item research can also attempt to research other types of magical effects not fitting those categories. This might include sanctifying holy sites, creating magical traps, constructs, or portals.
The referee determines the time and cost for such research. This may also require:
- The casting of specific spells.
- Rare ingredients.
- Periodic ritual repetition to maintain the magical effect.

