S T O N E K E E P How Magic Works |
NEWSCASTERS: Use nick when casting on someone from now on since Spell Resistance has been placed into the bot. Rasbott will now automatically roll success/failure according to caster level. 'Your spell has failed to overcome your opponents Spell Resistance' will appear should the roll fail. Use: !cast spell nick to cast Curewounds has been replaced by the following and will no longer function when used: Cureminorwounds: Effect: Cures 1 point
of damage These changes will apply also to inflictwounds, the calculation is the same. These spells will not cost HP to cast. They will simply cost a set amount of SP and the roll will be done automatically by Rasbott and the result added to the target. BonusesYour Intelligence bonus increases your spell points when you buy them. Your Wisdom bonus increases your spell power when you cast spells. Your Charisma bonus increases how many spell points you regain at a time. Casting A SpellTo cast a spell you have to have
a modified spell power equal to the number the spell is
listed under in the spell pages. E.G.: light requires 1
spell power, magic missile requires 4 spell power. Point RegenerationSpell points regenerate/heal at the rate of 1 point
per hour. HealingSee Magic News Determining Caster LevelCaster level is determined by
your spell power. For every 5 points of spell power you
have, your caster level increases by 1 (minimum of 1).
Mialee starts out her adventuring days with a spell power
of 1, her effective caster level is 1. Later, when she's
much more experienced, her spell power has become 23,
making her effective caster level 5. Caster level 1 for
levels 1-4, caster level 2 for 5-9, 3 for 10-14, etc.
(Caster level = (spell power / 5) + 1) Starting SpellsAll characters start with 6 spells total. The two free spells are always detect magic and read magic, the others can be picked by you, and may be chosen from any of the 0-level or 1st-level spell lists. Write your character's list in an email and send it to WULF1 and send to wulf1@mchsi.com. Preparing SpellsThe only preparation required to cast a spell is that the caster know the spell and have the required statistics to cast it. Magical WritingsTo record a spell in written
form, a character uses complex notation that describes
the magical forces involved in the spell. The notation
constitutes a universal language that wizards have
discovered, not invented. The writer uses the same system
no matter what her native language or culture. However,
each character uses the system in her own way. Another
persons magical writing remains incomprehensible to
even the most powerful wizard until she takes time to
study and decipher it. Borrowed SpellbooksA character can use a borrowed spellbook to prepare a spell she already knows and has recorded in her own spellbook, but preparation success is not assured. First, the character must decipher the writing in the book (see Magical Writings, above). Once a spell from another spellcasters book is deciphered, the reader must make a successful Spellcraft check (DC 15 + spells level) to prepare the spell. If the check succeeds, the wizard can prepare the spell. She must repeat the check to prepare the spell again, no matter how many times she has prepared the spell before. If the check fails, she cannot try to prepare the spell from the same source again until the next day. (However, as explained above, she does not need to repeat a check to decipher the writing.) Adding Spells to a SpellbookCharacters can add new spells to their spellbooks through several methods. Spells Copied from
Anothers Spellbook or a Scroll: A
character can also add spells to her book whenever she
encounters a new spell on a magic scroll or in another
characters spellbook. No matter what the
spells source, the character must first decipher
the magical writing (see Magical Writings, above). Next,
the wizard must spend a day studying the spell. At the
end of the day, the character must make a Spellcraft
check (DC 15 + spells level). If the check succeeds, the
wizard understands the spell and can copy it into her
spellbook (see Writing a New Spell into a Spellbook,
below). The process leaves a spellbook that was copied
from unharmed, but a spell successfully copied from a
magic scroll disappears from the scroll. Learning By Example: A
character can learn a spell by finding someone who will
take the time to teach you a spell by casting the spell
very slowly. First, a character has to be able to figure
out the magical energies going into the spell, and
approximately what the spell is meant to achieve. Then
they character has to successfully translate that
description to paper. As you may have guessed by now,
this system is approximately the same as the version
where one reads the spells from a book or scroll. The
successful Spellcraft check (DC 20 + spell's level) is
required to figure the spell out, then another check (DC
15 + spell's level) is required to write the spell into
your spellbook. With this technique a character
can sometimes learn new spells when others cast them
normally. The initial Spellcraft check stays the same (DC
20 + spell's level), but the second check for successful
scribing into your spellbook is made at DC 35 + spell's
level, because you only felt the spell for a split
second. Independent Research: A wizard also can research a spell independently, duplicating an existing spell or creating an entirely new one. The Dungeon Master has information on this topic. Writing a New Spell into a SpellbookOnce a wizard understands a new
spell, she can record it into her spellbook. Replacing and Copying SpellbooksA character can use the
procedure for learning a spell to reconstruct a lost
spellbook, but the process of writing the spell into a
book is made at the difficulty the same as writing a
spell from the memory of a spell cast normally, not a
slow-cast spell (DC 25 + spell's level, not 15 + spell's
level). She can write any spells she remembers
successfully directly into a new book at a cost of 50 GP
per page (as noted in Writing a New Spell into a
Spellbook). |
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