What is Spell Casting?
Spell casting is the ability to comprehend the very fabric of the world, and weave it into magical effects. These effects affect the physical world in a real, tangible way. Any time a creature creates a supernatural effect, it’s likely the result of the recanting of a magical spell (Spell Casting).
Magical Spell Types
Magical spells are divided up into many types. This document deals with Magical spells, and Clerical spells, although there are more kinds in the world.
Druidic Spells
Druidic spells are not quite the same as other spell casting types. Instead, when you learn to cast Druidic magic, Druidic Spells become attached to another tradition, and behave as if they were that tradition. Thus, you may be a Clerical\Druidic or a Magical\Druidic spell caster.
Although both Clerical\Druidic and Magical\Druidic spell casters have a partially shared spell list (the druidic part), the way they prepare and cast spells are fundamentally different. For example, a Shaman communicates with the spirits, and his version of druidic magic is very much rooted in the divine. However, a witch instead learns her spells through learning and study. Although their spell list has a lot of similarities (in so much as they both can cast Druidic spells), Shaman and witches get their power from fundamentally different sources.
Magical Mind
Your magical mind is your mental capacity for storing the energies needed to cast spells inside your mind safely. Your magical mind is represented by a number of “slots” which you can place spells into to safely cast them.
The maximum number of spell slots your magical mind can hold is separate for magical spell casting and clerical spell casting.
For Magical Spell Slots, the maximum number of spell slots your magical mind can hold is equal to your level + your spell bonus + your logic modifier.
For Clerical Spell Slots, the maximum number of spell slots your magical mind can hold is equal to your level + your spell bonus + your presence modifier.
Spell Casting Ability Modifier
Occasionally, spells reference your “Spell ability modifier”. If it does so, replace “spell ability modifier” with your Logic modifier for magical spells, and your Reason modifier for clerical spells.
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A point of balance
One of the strengths of magical spells is that you use your Logic Modifier for both the power of your spells, as well as the maximum number of spells you can prepare. Clerical spells use your Reason modifier for the power of spells, but your presence modifier for determining the number of spells you can prepare. This is by design, and is meant as an additional balance point between Magical and Clerical spells.
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Components of a Spell
- Spell Circle
- 1st Circle Spells are simple, take up little space in your magical mind, and generally generate weaker effects. You must have a Spell Bonus of at least 1 to cast 1st Circle Spells.
- 2nd Circle Spells are more complex, and take up a moderate amount of space in your magical mind, generally generate powerful effects. You must have a Spell Bonus of at least 4 to cast 2nd Circle Spells.
- 3rd Circle Spells are difficult to learn and prepare, taking up vast amounts of space in your magical mind, but generating very powerful effects. You must have a Spell Bonus of at least 7 to cast 3rd Circle Spells.
- Spell Power
- Each spell has a power rating. 1st Circle spells can have a power level of 1, or 2. 2nd Circle spells can have a power level of 3 or 4, and 3rd Circle spells can have a power level of 5 or 6.
- A spells Power Rating will determine 2 factors:
- The number of slots it takes in your Magical Memory. A Power 3 spell takes up 3 slots in your Magical Memory.
- A bonus to your Spell Save DC (Control for Magical Spells, and Authority for Clerical Spells) equals to he Power Rating. Thus, if your Authority Save was 13, and you cast a spell with a Power Level of 3, your Save DC is 16.
- Spell Preparation
- Magical Spell Casters must prepare spells out of their own spell book. They can create new spell books if they need.
- Clerical Spell Casters prepare spells via a meditation ritual that is deeply spiritual. Not necessarily religious, although most Clerical Spell casters are.
- To prepare a spell, you must be able to prepare the right Circle, and you must have enough empty slots in your magical mind to fill with the spell with the appropriate slot cost.
- You can only prepare spells after freshly resting, and only once per “day”. Thus, you cannot wake in the morning, go about your day, find a problem, and then prepare spells.
- If a spell requires a material component, you must have it on your person, or easily accessible while preparing the spell.
- Casting a Spell
- When you cast a spell, it is removed from your magical memory. If you wish to cast a spell more than one time, you must prepare it more than once.
- Casting a spell requires you to be able to speak in a clear, concise voice, and gesture.
- Magical spells require you to have 1 hand free of any wielded object in order to cast spells.
- Clerical spells require the same, although you can use a hand that is wielding a shield to fulfill this requirement.
- You may be able to replace your free hand with an object that is related to your spell-casting type, sometimes called a focus. Although non-magical foci do exist, most spell casters won’t use them, as having a free hand is more convenient. However, magical foci are rare, and many spell casters will utilize them if found.