|These are some of the general notes on nondivine magic.
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|
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.
|Spell level||die rolled for pages||Low/Avg/Max||Spell Level||die rolled for pages||Low/Avg/Max|
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.
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