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S T O N E K E E P

How Magic Works

NEWS

CASTERS: 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Curewounds has been replaced by the following and will no longer function when used: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
Curelightwounds: Effect: Cures 1d8 + caster level +1 point per caster level (up to +5).
Curemoderatewounds: Effect: Cures 2d8 + caster level +1 point per caster level (up to +10)
Cureseriouswounds: Effect: Cures 3d8 + caster level +1 point per caster level (up to +15)
Curecriticalwounds: Effect: Cures 4d8 + caster level +1 point per caster level (up to +20)

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.

Bonuses

Your 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 Spell

To 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.

You also have to have enough spell points to cast the spell. The cost of the spell in spell points is the same number the spell is listed under (1 for light, 4 for magic missile, etc.). When you cast a spell you use up spell points.

Your modified spell power is: spell power + Wis bonus.

You need at least 1 spell power to cast any spells.You can't cast a spell if you don't have any spell power.

Point Regeneration

Spell points regenerate/heal at the rate of 1 point per hour.

If you have a Charisma bonus the regeneration of your spell points per hour is increased to: 1+ Cha bonus.

Healing

See Magic News

You can't cast healing spells on yourself

Determining Caster Level

Caster 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)

Caster level is important to know when determining the duration of spells and damage, and other things. If Mialee, with a spell power of 23 (caster level 5) cast fireball, she'd do 5d6 damage (a fireball does 1d6 damage per level). If she cast protection from elements with the same spell power, the spell would last 50 minutes (the spell's duration is 10 minutes per level).

Starting Spells

All 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 Spells

The only preparation required to cast a spell is that the caster know the spell and have the required statistics to cast it.

Magical Writings

To 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 person’s magical writing remains incomprehensible to even the most powerful wizard until she takes time to study and decipher it.

To decipher a magical writing (such as a single spell in written form in another’s spellbook or on a scroll), a character must make a successful Spellcraft check (DC 20 + the spell’s level). If the skill check fails, the character cannot attempt to read that particular spell until the next day. A read magic spell automatically deciphers a magical writing without a skill check. If the person who created the magical writing is on hand to help the reader, success is also automatic.

Once a character deciphers a particular magical writing, she does not need to decipher it again. Deciphering a magical writing allows the reader to identify the spell and gives some idea of its effects (as explained in the spell description). If the magical writing was a scroll the reader can attempt to use the scroll (see your friendly Dungeon Master about this).

Borrowed Spellbooks

A 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 spellcaster’s book is deciphered, the reader must make a successful Spellcraft check (DC 15 + spell’s 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 Spellbook

Characters can add new spells to their spellbooks through several methods.

Spells Copied from Another’s 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 character’s spellbook. No matter what the spell’s 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 + spell’s 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.

If the check fails, the wizard cannot understand the spell and cannot attempt to learn it again even if she studies it from another source until she gains another rank in Spellcraft. If the check fails, the character cannot copy the spell from another’s spellbook, and the spell does not vanish 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.

Unfortunately, if the second Spellcraft check fails the character cannot retry the next day unless they see the same spell being cast, because the memory of the spell's formation will have faded, and if the character doesn't get it right the first time, she isn't likely to get it right a day later.

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 Spellbook

Once a wizard understands a new spell, she can record it into her spellbook.

Time: The process requires 1 hour plus 1 additional hour per spell level. Zero-level spells require 1 hour

Space in the Spellbook: A spell takes up 1 page of the spellbook per spell level (so a 2nd-level spell takes 2 pages, a 5th-level spell takes 5 pages, and so forth). A 0-level spell (cantrip) takes but a half page. A spellbook has 100 pages.

Materials and Costs: Materials for writing the spell (special quills, inks, and other supplies) cost 50 GP per page

Replacing and Copying Spellbooks

A 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).

Duplicating an existing spellbook uses the same procedure as replacing it, except that the task is much easier (DC 15 + spell's level, not 25
+ spell's level).

Getting scrolls and learning new spells: There is currently one magic school/shop in the kingdom. They will sell you a scroll and the supplies to write it down, or enroll you to learn the spell at a reduced cost,
learning a spell from the school will take at least 1 day per 0 and 1st level spells, more for higher level spells

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