Casting magic spells is an integral component of the sword-and-sorcery milieu. Magicians study arcane tomes from which they unlock eldritch formulæ, trace weird diagrams and geometric shapes, recite incantations, and perform bizarre hand gestures that open conduits to planes of positive and negative energy. Clerics practice clandestine theologies, enter sacred pacts, perform rites and rituals, and supplicate otherworldly beings benign and malefic. Some sorcerers are adventurers and even heroes; others succumb to darker paths, availing their esoteric powers to nefarious ends.
A magician begins play with a spell book containing three spells. A cleric begins play with the knowledge of three spells, but these are not contained in a spell book; rather, they are occult scriptures and secret mysteries in which the cleric is versed. Subclasses have similar allocations.
Magicians’ spell books are usually bound of rare or exotic leather or skin and reinforced with brass or iron bands. They oft include supple leather bindings, sewn with the finest of parchment or vellum pages. The spells within are scribed runes, diagrams, and formulæ penned in fine ink, such as the sepia of cuttlefish and squids, though some inks contain the blood of a dæmon, monster, or beast. A typical spell book comprises 100 pages and weighs about three pounds. Each spell occupies 1 page per spell level, plus 1d4 additional pages; hence a level 3 spell will fill 4–7 pages. A spell book can be a veritable anchor for the magician; never easy to carry, it takes up a considerable amount of room in a backpack. Notwithstanding, most magicians are loath to allow anyone else to bear this most precious possession.
Spell books are expensive. If a magician loses his spell book, he can create a new one, albeit at a steep price: 500 gp for the book itself, followed by 100 gp per spell level for each spell to be scribed within (accounting for ink, quills, and like materials). Thus, a spell book with three level 1 spells and two level 2 spells will cost 1,200 gp to re-create. Scribing a spell already known does not entail a qualifying roll, but requires 3 days per spell level, once the necessary materials are obtained.
All sorcerers desire to expand their repertoires of spells. New spells are usually learnt during level training, but additional spells may be researched, acquired, or appropriated.
When a magician gains a level of experience, he may select one new spell of a spell level he can cast. This new spell is automatically gained; no qualifying roll is required. It is the consummation of personal research, experimentation, and consultation with esoteric tomes. When a cleric gains a level of experience, he may select three new spells. Too, these must be of spell levels he can cast and are automatically gained; no qualifying rolls are required. These spells are the culmination of sacred rites, meditation, prayer and supplication, and wisdom granted by otherworldly beings, ancestral spirits, and other strange entities. As spell development rules for spell-casting subclasses vary, please refer to the sorcery ability section of the respective class or subclass.
Besides new spells obtained through level gains, a sorcerer may conduct personal research to intuit a new spell. A magician might research ancient tomes, conduct laboratory experiments, or consult a master. A cleric might observe ceremonial rituals, piece together mystic lore, or seek the wisdom of a mystery cult. In any case, materials cost 500 gp per spell level, and the requisite time is 7 days per spell level. (For some clerics, these costs might be met as a form of sacrifice at a shrine, fane, or temple, using gems, jewellery, or gold.) Thus, a level 4 spell will cost 2,000 gp and require 28 days’ time to research. Once the requisite time and expense are met, a qualifying roll must be made to confirm that the spell is learnt. For magicians (and associated subclasses), this is a magician’s chance to learn new spell roll (Intelligence Ability Check DC 12 + Spells Level). For clerics (and cleric subclasses), this is a cleric’s chance to learn new spell roll (Wisdom Anility Check DC 12 + Spells Level). For an extra 500 gp per spell level, the sorcerer can increase his chance of success by +1. If the result is failure, the sorcerer is ineligible to learn the spell in question for one year, or until gaining his next level of experience (whichever comes first).
The spells of magicians can be copied from one spell book to another. To copy a spell, the magician must examine the spell using his read magic ability; this generally requires 15 minutes per spell level. Next, he must make a magician’s chance to learn new spell roll (see above) to determine whether he understands the spell or not. Once understood, the magician may then proceed to copy the spell, providing he has the correct materials and a spell book with space. This requires 3 days per spell level to complete. A magician cannot copy a spell that he does not understand; neither can he add spells to his spell book that are of higher spell level than he is capable of casting. If he fails to learn a particular spell, he must wait one year, or until he gains a level of experience (whichever comes first), before trying again. Spells can be shared betwixt friendly magicians, so long as these guidelines are met, though many a sorcerer is protective of his knowledge and thus reluctant—or even unwilling—to share. N.B.: Although some magician and magician subclass spells are common to one another, the language in which they are written is not; hence, a witch cannot copy a sleep spell from a magician’s book (and vice versa), because these are each distinct schools of magic, with proprietary magical languages.
One of the most convenient means by which a magician may build his spell repertoire is through the acquisition of spell books, usually seized during the course of adventure. First, each spell must be reviewed for comprehension by use of the magician’s read magic ability; this requires about 15 minutes per spell level. Next, he must make a magician’s chance to learn new spell roll (see above) to determine whether he understands each spell or not. Material and monetary costs are negligible. The time required to learn each spell is 1 day per spell level. If a newly acquired spell book is used as a resource for copying spells into an existing book, refer to copying spells.
Scroll spells cannot be copied directly into a spell book (for magicians), or simply learnt through prayer and recitation (for clerics). Scrolls are considered single-use magical devices, and the manner in which they are scribed is not the same as that in which the spells of a spell book are scribed. However, a scroll can be used as a tool for researching a new spell (see independent research), thus reducing the research cost by half (250 gp per spell level). Of course, a magician (or associated subclass) must make a magician’s chance to learn new spell roll (see above) at the end of the effort; likewise, a cleric (or cleric subclass) must make a cleric’s chance to learn new spell roll (see above). For an extra 500 gp per spell level, the sorcerer can increase his chance of success by +1. Whether success or failure is met, the scroll is destroyed in the process. For more information on scrolls, refer to Items, magical scrolls.
Sorcerers memorize spells. A magician must study his spell book, and a cleric must meditate, pray, speak in tongues, and perform rituals. Once memorized, the formulæ are imprinted in the mind of the sorcerer, the final incantations of which discharge the spell. Once a spell is discharged, it is erased from the sorcerer’s memory and cannot be used until at least the next day (unless, of course, the same spell is memorized twice). In order to regain the spell for such future use, the sorcerer must rememorize it. To rememorize a spell, the sorcerer must be well rested (as from a good night’s sleep; i.e., six to eight hours- Long Rest). Afterwards he must spend about 10 minutes per spell level preparing (study, prayer, rites, etc.). So, a sorcerer who is memorizing three level 1 spells, two level 2 spells, and one level 3 spell requires 1 hour and 40 minutes of preparation time after the requisite rest period is taken.
It is incumbent on the player to be familiar with his character’s spells, especially when he is about to cast one. Many spells feature limited-duration modifiers, rules exceptions, or other nonstandard effects. The sorcery of magicians requires both verbal incantations and complicated hand gestures. Sorcerers who are prevented from speaking or from moving their hands are unable to cast spells. Weapons must be sheathed, shields shouldered, and other handheld items dropped or stowed. The sorcery of clerics is less restrictive; because their sorcery is almost exclusively verbal, they are able to maintain their weapons and/or shields whilst casting. If a spell caster is struck before his spell fires, his spell is disrupted. Unless otherwise indicated, spells cannot be cast whilst performing other actions, including walking, running, or fighting. A spell caster may move before casting a spell, however, and thus delay when his spell fires. Ofttimes the target of a spell is afforded a saving throw to resist, negate, or reduce a spell’s effectiveness.