Magic
Divine magic and regular magic do not mix.  If the character has regular magic he cannot have divine magic and if he has divine magic he cannot use regular magic.
 
These are some of the general notes on nondivine magic. 
  • This world does not require spell memorization.  It instead uses will and level to define the character's ability to cast spells.
  • Each time a character casts the caster must roll spellcraft DC 13 + 2/ spell level  The caster cannot go over his maximum allowable spell due to attribute or level.
  • Each time a character fails the above spellcraft roll subtract 2 from the character's Strength, Dexterity and Constitution.  Spell casters as they get to be higher level can ignore more failed Will rolls. 
  • If any of the physical attributes goes to 0 the character passes out and will remain there for enough days for them to recover enough attribute points to go over 0 in all attributes.  Also roll a physical save to avoid permanent disability -2 for each negative below 0 (each attribute). Physical attributes recover at a rate of 1/day/ in each attribute.
  • Apprentice rolls for all first level multiclassing do not recieve any free will failures.  All spell casting must be rolled because 20 is always a failure.

Spell caster charts
 
Bard level Maximum Spell Level Free failed rolls Wizard level Maximum Spell Level Free failed rolls
1st - 3rd 1st  0 1st - 2nd 1st 1
4th - 6th 2nd 1 3rd - 5th 2nd
7th - 9th 3rd 6th - 7th  3rd 2
10th - 12th  4th 2 8th - 9th 4th 3
13th - 15th 5th 10th - 11th 5th
16th - 20th 6th 3 12th - 13th 6th 4
14th - 15th 7th
16th - 17th 8th 5
18th - 20th 9th 6

Mana Level
Magic in the Game world varies from area to area.  As such there is a new aspect to an area this is called the Mana level.  Mana level ranges from -5 to +5.
 
Mana Level Description Effect Mana Level Description Effect
-5 very low mana 1/2 spell effective level, double cost of failing Will roll, double cost of spell level on will roll, Cantrips have  -4 +1 high average mana +1 additional failed will roll with no effect.
-4 very low mana double cost of failing Will roll, double cost of spell level on will roll.  Cantrips have a -4 +2 high mana 1/2 cost of failing will roll
-3 low mana double cost of failing will roll, Cantrips have a -2, 1/2 again cost of spell level on will roll. +3 high mana 1/2 cost of failing will roll +2 additional will rolls with no effect
-2 low mana double cost of failing will roll, Cantrips have 0 modifier,  +4 very high mana 1/2 cost of will roll failure, 1/2 cost of spell level on will rolls, first level spells have no roll if character is 8th level or higher.
-1 low average mana 1 1/2 cost of failing first will roll +5 very high mana 1/2 cost of will roll failure, 1/2  cost of spell level on will rolls, first level spells have no roll if character 4th or higher
0 average mana Average the base +6 (very rare) incredible mana double effective spell level, 1/2 cost of Will roll failure, All spells less than 1/4 caster level have no roll.

 

Memorizing and keeping spells

    A spell caster must rememorize their spells at normal intervals.  Each week there is a chance that a spell will be forgotten unless it is studied.  It takes 20 minutes + 15 minutes per spell level to refresh a spell in your mind.  If a week passes between when a spell is refreshed the character must roll a spellcraft roll DC 13 + 3/spell level roll to remember the spell (Cantrip 13, 1st 16).  These die rolls are made in secret and the caster only discovers they have forgotten some small aspect when they next attempt to cast it.  There is no effect until that week passes.  A mage may keep complete confidence in approximately 27 spell levels in a week by spending an hour a day studying (Cantrips count 1/2 for purposes of this use) Spells take a varying number of pages to copy into a spellbook See table below.
    A wizard and bard is forever torn between the desire to memorize enough spells and the natural limitation of their minds and the surity that their spell will work.  If a spell fails the Wisdom roll is made as normal.  Almost all wizards want a safe haven for extra spells since the spell books are heavy.

 

Study' by Mattias Myrberg Found at http://elfwood.lysator.liu.se/

 
Spell level die rolled for pages Low/Avg/Max Spell Level die rolled for pages Low/Avg/Max
Cantrip  d2  1/1/2 5th  2d10 2/11/20
1st  d4 1/2/4 6th  2d12 2/13/24
2nd  d8 1/4/8 7th  3d10 3/17/30
3rd  d12 1/6/12 8th  3d12 3/20/36
4th  2d8 2/9/16 9th  4d10 4/24/40

Learning Spells

    A spell caster may learn a spell by making a spellcraft roll DC 15 + 4/spell level.  To create a new spell requires a spellcraft roll DC 20 + 5/spell level.  Creating a spell that has less pages requires the same roll as creating a new spell.  Some mages have made their whole retirement creating spells that take less pages.  When creating a more compact spell like this reroll the number of pages it takes.
    A character may learn roll 1 attempt to learn a particular spell / month (level is irrelevant).  Spells take 1 day of concentrated study/level to learn a new spell.

Spell Books

    A blank spell book costs 50 gp, holds 100 pages, and weighs 20 lbs.  A travel spell book costs 50 gp, holds 35 pages and weighs 5 lbs. (Each adventurer wizard and spell casting bard starts with a travel spellbook with their beginning spells already in it)
    Adding spells costs 25 gp in specialized mage ink per page in the spell.  Copying a newly learned spell into a spell book takes 1 full undisturbed hour (may be limited to time in an inn or similar) per page of spell.

Tides of Evil

Tomb

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