Magic - Overview

Summary:
Linked Pages: The following pages give related information about magic.
Spell Terms and Definitions Arcane Spells Divine Spells Bard Spells Rune Magic
Details:
The following information just provides more explanation of the above summary. If anything above was unclear, then the details below should help clarify it.
Seven classes can cast spells: Clerics, Druids, Illusionists, Wizards, Sorcerers, High Bards, and Rune Smiths. Before addressing the specific spells or their use and acquisition by characters of these classes, it is important to understand the fundamental nature and differences between the magic they utilize.
The magic used by clerics and druids is classified as divine because it is granted to them after prayer or supplication to a deity or other powerful entity or elemental force. In most cases, clerics receive their magic from deities, who may limit or place special restrictions on its use. Druids gain their magic ability from more varied sources, be they primal forces, nature gods or elemental powers. Thus, clerics and druids act as a conduit, channeling and focusing magic originating from a higher entity. This similarity can be seen in the replication of specific spells or spell types in their spell lists. Clerics and druids often cast the same spells in a similar manner.
The magic used by wizards and illusionists is classified as arcane because it is learned from ancient knowledge, and passed down from one generation of magic-users to the next, either through apprenticeship or textual record. Wizards and illusionists, unlike clerics and druids, share very few spells in common; the two forms of arcane magic are quite distant from one another. Wizards use their mystical knowledge to create and give form, or to enhance or physically alter form. Illusionists, on the other hand, alter one’s perception of form and reality.
Sorcerers, High Bards and Rune Smiths also depend on knowledge passed down from one generation to the next. Sorcerers also need to be part of a bloodline of sorcerers. Sorcerers tap into their life force to cast spells - lower level spells fatigue the caster while upper level spells can age the caster. However, sorcerers have found ways to drain the life force of other beings to cast spells, rather than affect themselves. High Bards, also known as Troubadours or Jongleurs, use magic to heighten the effects of their performances ranging from a lullaby enhanced into a sleep spell through encouraging words that actually heal. Rune Smiths lock magic into potent symbols that can either enhance an object, such as a more potent sword, or be a force unto themselves, such as runes that damage or trap anyone that triggers them. Different races have different rune magic.
Wizardly magic deals with direct manipulation of the real and concrete. Wizards use magic to create and give form, or to enhance or physically alter form. They funnel it, channel it, and redirect it. A wizard’s magic is based on the metaphysical, properties of the world around them. Even though a wizard may alter reality, it is most important to remember that that such reality is perceived in the same way by all who view it, whether the caster, the recipient, the victim, or anyone viewing the spell effect.
In contrast, illusionists utilize a very different type of magic. Illusionists alter the perception of form and reality for each creature who is subjected to it or views it. An illusion is every bit as real to the spell’s recipient or viewer as a physical creation. Indeed, an illusionist calls forth his magic and gives it a form that can be more easily perceived to the senses. The actual illusion is the comprehensible form the magic is given.
Thus, it could be argued that illusionist magic is the most powerful of all magics as it can allow those affected by it to defy nature and its physical laws, even beyond those that exist in a fantasy universe. In practical terms, the illusionist convinces a spell recipient that what they sense is real by altering and giving comprehensible form to magic. A rope, though illusionary, is real to the one climbing it. A bridge, though illusionary, is real to the one crossing it. An illusionist can even trick the mind to such an extent that the physical body responds. The alteration of the recipient’s perception brings about actual, physical effect through the force of the illusionist’s magic. Thus, illusions can cause damage and can heal damage with lasting effect.
EXAMPLE: Angrod is wounded in battle. He risks the chance of death if not healed soon. Imach, an illusionist, comes forward casting cure critical wounds upon the dwarf. Angrod is amazed to see his wounds heal. Imach has cured through magic and altered the perceivable reality so that the mind of the dwarf and those viewing the healing can understand it. The power is nothing like the cleric’s healing, though it has the same game results.
These fundamental differences between the spell-casting classes affect game play in different ways. Each spell description cannot cover all situations that may arise during a game. But players, and more importantly Castle Keepers, need to keep the above discussion in mind when such situations do arise and necessitate a ruling so that the game may continue without long debate and discussion.
Many spells appear on both the cleric and druid spell lists, whereas wizards and illusionists do not share as many spells. The cleric and illusionist share a few spells. Yet, even when the same spell appears on more than one class spell list, it should be understood that the nature of the magic, and sometimes even the casting and effect of the spell, is different.
The casting of Sorcerer spells is completely different from either the divine or the arcane casters. As indicated earlier, a sorcerer taps into the life force of the caster or can utilize the life force of animals and sentient creatures to cast spells. Sorcerers can produce the same effects as wizards; however, a sorcerer needs no spell components (the life force is used instead) and requires no spell book (the sorcerer only knows a limited number of spells that he can cast at will if he has the energy/spell slots). Sorcerers need to utilize rituals for those spells that tap another being's life force. Utilizing another creature's life force (which often results in its death) is, of course, a clearly evil act.
The High Bard's approach is different from all other casters as well. A High Bard also only knows a limited number of spell-like effects and requires no spell book. Bards have a limited number of spells that are unique to just them. Bard magic is tied to a bard's performance and usually just enhances it. Bards can sense the essence of an area's magic directly and claim they persuade the magical essence to help them rather than compel it.
Rune Smiths are the ultimate compellers of magic. While other casters make temporary use of a piece of magical essence to accomplish a transitory goal (such as use it to heal someone or to cast an attack spell), Rune Smiths seek to entrap magic and force it to serve for extended or even infinite amounts of time. Rune Smiths have records of magical runes that they consult. These runes are unique to Rune Smiths (though there are variations among the different races - i.e. dwarf vs elf vs human runes). The runes are then inscribed - sometimes individually or in combination with other runes- to create a magical effect. For instance, a sword blade can be inscribed with a rune for fire and/or a rune for sharpness. But, a Rune Smith must be a master at the craft that created the inscribed object. Thus, a Rune Smith must be both a weapon smith and a Rune Master to create a magical sword. However, all Rune Smiths are expert calligraphers; meaning that with paint or ink a Rune Master can quickly prepare a trap or other effect (albeit a temporary one that is vulnerable to being destroyed). Like Bards and Sorcerers, Rune Smiths learn their trades from previous generations.
PREPARING SPELLS
Methods for preparing and casting spells is generally the same for characters of all spellcasting classes (sorcerers and rune smiths are not character classes). Spellcasters must prepare their spells for casting on a daily basis and they utilize roughly the same process to do so. Bards are roughly the same - consult the Troubadour class for Bard Magic pages for subtle differences.
WIZARDS AND ILLUSIONISTS
Wizards and illusionists learn complex, arcane formulas to harness magic and give it effect. Their spells are known as arcane spells, and both classes inscribe them, in their own unique language, in a spell book. Each wizard and illusionist begins play possessing an arcane tome of spells containing those spells they know how to prepare and cast. A wizard’s spell book is typically quite large in size and thickness, averaging one page/level of spell (cantrips are 1/2 page each). New spells may be learned and added to spell books through gaining a level, by copying from another spellbook or from scrolls and through research.
Each day, wizards and illusionists memorize and prepare the spells they intend to cast during the day. A character’s level limits the number of spells the character can prepare and cast each day, although a high or low intelligence score might grant bonus spells or take away from the typical number of daily spells gained.
A wizard or illusionist must have access to a spell book to study, and sufficient light to read in order to prepare the spells. A character can use a borrowed spell book or a spell book written by another magic-user to prepare a spell the character already knows and has recorded in the character’s own spell book, but read magic must first be cast in order to decipher the writing in the book (See Acquiring New Spells).
A character needs to sleep and rest for a total of 8 hours each day before preparing spells. The character need not slumber for every minute of that time, but must refrain from movement, combat, spell-casting or any other fairly demanding physical or mental task during the rest period. If the character’s rest is interrupted, each interruption adds one hour to the total amount of time the character has to rest, in order to clear his or her mind. A character must have at least one hour of rest immediately prior to preparing spells for the day. If the character does not need to sleep for some reason, the character still must have eight hours of restful calm each day before preparing any spells. When the character prepares spells for the coming day, all spells the character has cast within the last eight hours count against the character’s daily limit of spells of a specific level.
In addition to the complete hour of rest immediately prior to preparing spells for the day, it takes 15 minutes per spell for a character to study a spell book and memorize the spell for the day. A character need not prepare a full complement of spells allowed per day, but preparing even one spell takes at least one hour of rest and 15 minutes of study.
To prepare any spell, the character must have enough peace, quiet and comfort to allow for proper concentration. The character’s surroundings must be free from overt distractions, such as nearby combat or other loud noises. Exposure to inclement weather might prevent the necessary concentration, as would any injury or failed saving throw the character might suffer while studying.
Until a character prepares spells from a spell book, the only spells available to cast are the ones that the character already had prepared from the previous day and has not yet used. During the study period, a wizard chooses which spells to prepare. If a character already has spells prepared from the previous day that have not been cast, the character can abandon some or all of them to make room for new spells.
A character can prepare the same spell more than once each day. Each preparation counts as one spell toward the character’s daily limit for each spell level. If a spell has multiple versions, the character must choose which version to use when the character prepares it, unless the spell description specifies that the choice is made upon casting.
When preparing spells for the day, the character can leave some spell slots open. Later during that day, the character can repeat the preparation process as often as the character likes, time and circumstances permitting, to fill these unused spell slots. Like the first session of the day, this preparation takes at least one hour and 15 minutes of game time. The character cannot, however, abandon a previously prepared spell to replace it with another one, or fill a slot that is empty because the character has cast a spell in the meantime. That sort of preparation can only be done during the first study period after resting.
Once a character prepares a spell, it remains in the character’s mind until the character triggers it through casting or until the character abandons it. Upon casting, the spell is purged from the character’s mind. Certain other events, such as the disruption of a spell during casting, the effects of magic items or special attacks from monsters can wipe a prepared spell from a character’s mind. If a character dies, all spells stored in the character’s mind are wiped away.
CLERICS AND DRUIDS
Clerics and druids prepare their spells in largely the same manner. They choose and prepare spells ahead of time, just as a wizard or illusionist would, but clerics or druids do not require spell books. Instead, clerics select and prepare spells ahead of time, through prayer and meditation, at a particular time of day.
Some deities set the time or impose other special conditions for granting spells to their clerics. If some event prevents the character from praying at the proper time, the character must do so as soon as possible thereafter. If the character does not stop to pray for spells at the first opportunity, the character must wait until the next day to prepare spells.
The time required for a divine spellcaster to prepare spells is the same as for a wizard. There must be eight hours of rest each day before prayer, and at least one hour of that rest must be immediately prior to prayer. It takes 15 minutes per spell to pray for and receive the spell. There must be a relatively peaceful environment in which to pray. Unlike arcane magic-users whose choice of spells is limited to those in their spellbook, a cleric or druid may pick any spell from the applicable spell lists unless the character’s deity imposes a restriction.
As with arcane spells, at the time of preparation, any spells cast within the previous eight hours count against the number of spells that can be prepared. Like arcane magic-users, a divine spellcaster does not have to prepare all of his or her spells at once. However, the character cannot fill a slot that is empty because the character cast a spell or abandoned a previously prepared spell at any time other than during the first daily spell preparation. In all other respects, the spell preparation rules for wizards and illusionists apply to clerics and druids.
ACQUIRING NEW SPELLS
Spellcasters, both arcane and divine, seek to add new spells to their repertoire but the process for adding new spells is different for each.
WIZARDS AND ILLUSIONISTS
Most arcane spellcasters desire, beyond all other treasure, the acquisition of new spells for their spell books. Wizards and illusionists learn and add new spells through several methods.
GAINING A LEVEL: just as a fighter constantly practices with his weapons, a wizard or illusionist spends time researching and learning about arcane magic and spells. When a character gains a new level, he chooses one new spell to add to his spell book. The spell chosen must be of a level the character can cast. For example, upon attaining second level, a wizard may add one additional first-level spell to the character’s spell book. The wizard automatically knows the spell and can prepare it. The Castle Keeper has the final say on what spells are or are not available.
DECIPHERING SPELLS: to decipher spells in another’s spell book or a scroll, a character must first cast read magic on the spell to be deciphered. Once the character successfully casts read magic, the character can learn or attempt to learn a new spell and add it to a spell book. The rules for adding new spells to a spell book depend upon the source of the spell. Even reading spells already known by a character contained in another’s spell book requires the casting of read magic, because no two spells are inscribed alike. Once a wizard deciphers a spell book or scroll, the character does not need to decipher it again to read it at a later time. Deciphering a magical writing allows the reader to identify the spell and gain some idea of its effects although the character must still learn the spell in order to cast it. If the magical writing is a scroll, the wizard can use the scroll.
LEARNING AND COPYING SPELLS: a character must first decipher the spells contained in a spell book or scroll as described above. Thereafter, the character can learn the new spell from the book by spending one day plus one day per level of the spell being learned in study of it. If the person who created the spell book is on hand to help the reader, the reader can learn the spell in one-half the normal time. The number of days necessary to learn the spell is reduced by a number of days equal to the character’s intelligence modifier, with a minimum of one day. The castle keeper may choose to require the character to make a successful intelligence check to learn a new spell (after the necessary days of study).
Once the new spell is learned, the character can copy it into a spell book, as described below. The process of copying leaves the spell book or scroll from which it was copied unharmed.
WRITING SPELLS: once a wizard understands a new spell, it can be copied into a spell book. The process requires one day plus one additional day per spell level. Zero-level spells require one day. A spell takes up one page of the spell book per spell level. Zero-level spells take up a single page. A normal spell book has 200 pages. Materials for writing a spell cost 100gp per page of the spell.
REPLACING SPELLBOOKS: the same procedure for learning a spell is used to reconstruct a lost spellbook. If the character already has a particular spell prepared, the character can write it directly into a new book at a cost of 100gp per page. The process wipes the prepared spell from the character’s mind, just as casting it would. If the spell is not prepared, the character may not reconstruct it from memory but can prepare it from a borrowed spellbook and then write it into a new book. Duplicating an existing spellbook uses the same procedure as replacing it, except that the time requirement and cost per page are halved.
RESEARCH: a character can also research a spell independently, duplicating an existing spell from the spell list or creating an entirely new one. At the end of the process, the character must write the spell into a spell book.
READING A SCROLL INTO A SPELL BOOK: a character must first decipher the spell contained on a scroll by casting read magic. Because a scroll is magical, and the reduction of the spell to the scroll involves all the necessary components for casting the spell from the scroll, a character can simply read a scroll into a spell book. Doing so copies the spell to the character’s spell book, but destroys the scroll in the process.
MAGIC OF THE ILLUSIONIST
Illusionist spells tend to baffle and confuse players and Castle Keepers alike. The source of the illusion is often as confusing as the illusion itself. The word “illusion” itself seems to connote the magic user’s magic is purely illusionary, unreal, meaning a strong or schooled mind can see through the illusion’s trickery and machinations and entirely ignore its effects. Yet, this could not be more wrong. Some of the illusions are, in fact, simple illusions, while others are the mind’s conquest over matter, and still others are channeled magic displayed with such force that their conjured elements are as real as a wizard’s magic missile or a cleric’s spiritual weapon.
To understand the illusionist’s spells, we must first understand the illusionist. The illusionist is a magic-using class whose title does not necessarily equate to his skill set. “Illusionist” is a class description, a generalized word establishing distance from the wizard. It defines a class that uses magic in a subtle but very different manner than the wizard, druid, or cleric. He is not a trickster. The illusionist has no skills that allow him to “fool” or “trick” his targets into believing something is what it isn’t. Such skills belong in the domain of a street urchin, jester, or some other buffoon who has no recourse in making his way in the world than tricking others through his sleight of hand. The illusionist is a master of magic; he bends his back in years of study to rise to the level of even a beginner in his craft. The illusionist is a master of time and substance. His abilities transcend the simple “illusions” of a trickster; rather the illusionist conjures material from the essence of the world around him. His “illusions” are not simple parlor tricks to fool the weak of mind, but are powerful incantations drawing upon his own powerful mind; he weaves these musings with magic drawn from the world around him, thereby fabricating the very stuff of reality. Illusionists can literally create something from nothing.
NOTE: A misconception exists that someone knowing an illusionist is an illusionist would, therefore, possess some kind of immunity to his illusions; this idea is an absolute misreading of the class’ descriptor. First, no illusionist would introduce himself as an illusionist. That would be as silly as someone introducing himself as an “assassin,” “rogue,” or “thief.” Such titles would immediately make others wary of the individual, and in some cases, could prove to be an automatic death sentence.
Second, an illusionist’s magic does not require belief. As noted above, this is a misconception of the class and its abilities; the illusionist is no trickster, and one cannot simply choose to “disbelieve” the illusionist’s magic, thereby rendering his spells ineffective. This is simply not the case. Though some of the illusionist’s spells are hypnotic, many if not most of the illusionist’s spells have real, tangible effects regardless of their victim’s belief.
The illusionist is not a less-than-adequate mage; he is an adventurer with the ability to wield powerful sorcery, summoning and shaping the world around him like no other, bringing to life reality created by his own mind. His power does not reside within the victims of his spells; instead, the illusionist’s power lies within the illusionist himself and his ability to manipulate the world around him and the magic inherent in the world. If anything, the illusionist is superior to the standard mage, as he can fabricate something from nothing.
Additionally, it is worth noting that not every spell the illusionist casts is an “illusion,” and all illusions do not work the same way.
Castle Keeper’s cannot have a too-literal definition of the illusionist. Doing so kills the usefulness and creative potential of the class itself. As with many things in the C&C game, the CK and players must think outside of the box. The following section details four different interpretations of illusions. These might apply to only a few spells or all of them as the game requires. It is up to the Castle Keeper, often consulting with the player, to determine the nature of the illusionist and his spells. Each spell may be different than the next, but some understanding of this must be arrived at before the game begins. For more refer to the Castle Keepers Guide.
ILLUSIONIST & HEALING
C&C has taken a wholly unique approach to illusionary magic in making the illusion real. This is not because of the weakness of the target, nor because of his inability to discern the real from the unreal. It rests in the power of the illusionist. The more powerful the illusionist, the greater the impact the illusionist and his spells can have on the game. If the illusionist is an actual spellcaster capable of manipulating the world around him, then logic and the enterprising player eventually arrive at the healer’s door.
In C&C illusionists can heal damage. They heal damage in the same manner in which they cause damage—not by tricking their targets but rather by projecting their own magical power into the target and changing the nature of time and substance. They do not trick the target’s mind into psychically healing itself; that assumption assumes the target is mentally able to do such a thing. The power of the illusionist does not reside in the target; the illusionist’s power solely resides in the illusionist. Illusionists heal through their own magic, while a cleric channels the magic of a deity, serving as a bridge between the deity and the target to heal it. An illusionist channels or controls the natural magic of the world around him, using the target’s own mind as a bridge between the magic and the target; the more powerful the illusionist, the greater his ability to cross that bridge.
CLERICS AND DRUIDS
Characters who can cast divine spells undertake a certain amount of study of divine magic between adventures. Each time a character receives a new level of divine spells, the character learns the new spells from that level automatically. For example, a cleric reaching third level is granted knowledge of all spells on the second-level cleric spell list by their deity.
Additionally, a cleric or druid can research a spell independently. Only the creator of such a spell can prepare and cast it, unless the character decides to share it with others. Some such creators share their research with their churches, but others do not. The character can create a magic scroll (provided they are high enough level) or write a special text, similar to a spell book, to contain spells the character has independently researched. Other divine spellcasters who find the spell in written form can learn to cast it, provided they are of sufficient level to do so and are of the same class as the creator. The process requires deciphering the writing (see Divine Magical Writings, below).
DIVINE MAGICAL WRITINGS: Divine spells can be written down and deciphered just as arcane spells can, except read magic is not used to do so. Instead, the character can decipher and learn the new spell from the scroll by spending one day plus one day per level of the spell being learned in study of it. Only characters who have the spell in question on their class-based spell lists can cast a divine spell from a scroll.
CASTING SPELLS
A character who wishes to cast a spell announces his intention to the Castle Keeper during the character’s initiative turn. A character must make all pertinent decisions about a spell (range, target, area, effect, etc.) when the character begins casting, unless the spell specifies otherwise. The character must make some choice about whom the spell is to affect or where the effect is to originate, depending on the type of spell. The Castle Keeper applies whatever results a spell entails using the spell’s description.
To cast a spell, the character must be able to speak (if the spell has a verbal component), gesture (if it has a somatic component), and manipulate the material components or focus (if any).The spell descriptions indicate which components are necessary. Additionally, the character must concentrate to cast a spell (see below). If something interrupts the character’s concentration while casting, the spell is lost and marked off the character’s list of prepared spells. If the character ever tries to cast a spell in conditions where the characteristics of the spell (range, area, etc.) cannot be made to conform, the casting fails and the spell is wasted.
Many spell durations are measured in rounds, minutes, hours, or some other increment. When the duration expires, the spell’s effect ends.
CONCENTRATION
To cast a spell, the character must concentrate. If something interrupts the character’s concentration while the character is casting, the spell is lost and marked off the character’s list of prepared spells. Sometimes, the Castle Keeper may allow a concentration check (against the appropriate ability, typically intelligence or dexterity) to see if the spell is simply disrupted (and not lost) or even not interrupted (casting is completed).
Getting hurt or being affected by hostile magic while trying to cast a spell can break the character’s concentration and ruin a spell. If while trying to cast a spell the character takes damage, fails a saving throw or is otherwise successfully assaulted, the character’s casting is disrupted unless the Castle Keeper allows a concentration check. The interrupting event strikes during spellcasting if it comes during the time when the character starts and completes a spell (for a spell with a casting time of more than one full round). Anything that could break the character’s concentration when casting a spell can also break the concentration necessary to maintain a spell. A character can’t cast a spell while concentrating on another one.
The only spells the character can cast while grappling or pinned are those without somatic components and whose material components the character has in hand at the time. Even so, the Castle Keeper will often require a concentration check for the character to cast the spell. Vigorous motion, such as from riding a mount, the rocking of a small boat in rough water or simply being jostled in a similar fashion, might necessitate a concentration check.
USING SCROLLS
Scrolls are spells reduced to a portable form. Not only does a scroll contain the text of a spell, all the necessary components, except verbal, have been magically incorporated into the scroll. Before using a scroll, a character must decipher it by casting read magic. The character can then read the scroll aloud, casting the spell contained on it just as if the character had the spell prepared. The spell’s casting time, range, area of effect, duration and all other details and limitations are no different. A spell contained on a scroll may only be cast once. When a spell is cast from a scroll, the spell disappears or destroys the scroll.
There are some limitations on the use of scrolls, of course. A character must be of a class that can cast the type of spells contained on the scroll. For example, a druid cannot cast wizard spells from a scroll.
A character can cast a spell from a scroll that they have not learned or recorded in their spell book. However, the character must be of a high enough level to cast the level of spell found on the scroll. For example, a 2nd level wizard finds a scroll and casts read magic on it, revealing that it contains the 1st level spell magic missile. The wizard had not previously learned magic missile, and does not have it recorded in his spell book. The wizard, however, can cast 1st level spells and thus can cast magic missile from the scroll.
A character can attempt to use a scroll to cast a spell of a level they are not normally able to cast, but they must first make an intelligence check to do so. A penalty to the intelligence check equal to the level of the spell is applied to the roll. Failure indicates that the spell fails and the scroll is destroyed. For example, the 2nd level wizard deciphers a scroll bearing teleport, which is a 5th level spell the wizard cannot normally cast. The wizard attempts to cast the spell from the scroll, but he must first make a successful intelligence check with a challenge level of five.
Spells can be learned and copied from scrolls normally, and doing so does not destroy the scroll.
- 1. There are 7 classes that can cast spells or spell-like effects:
- a) Clerics - divine magic through gods who may place limits on it. No spell book. May learn new spells through approved research or scrolls. Access to all spells from deity for the cleric's level. Must memorize spells.
- b) Druids - divine magic through nature gods or elemental force. Otherwise, same as cleric.
- c) Illusionists - arcane magic that alters the perception of reality and/or uses magic to create a new reality - make something out of just magic (e.g. a rope or bridge that works or magically healed wounds). Spell book. Can learn new spells from scrolls, spell books ,and research. Can only memorize spells in spell book. Must memorize spell before casting it.
- d) Wizards - arcane magic that alters the reality. Otherwise, same as illusionist.
- e) Sorcerers - arcane magic that also alters reality. Use life force as spell component/to command magic. Lower spells tire, upper level spells age or kill (can use a substitute). No spell book. Limited number of known spells. Can cast any known spell if a 'spell slot' is available. Must rest 8 hours plus 15 minutes per spell slot. Not a player class.
- f) High Bards - bard magic that augments performance (can actually heal with words or charm with music). No spell book. Limited number of known 'spells'. Can cast any spell if a 'spell slot' is available. Must rest 8 hours plus 15 minutes per spell slot. Must summon magic before casting.
- g) Rune Smiths - infuse symbols/objects with entrapped magic. Book of runes that can be combined in different ways. Runes are learned through increase in levels and research. Must make a masterwork object to infuse it. Must rest 8 hours plus 15 minutes per rune. Not a player class.
- 2. Clerics, Druids, Illusionists, and Wizards must rest 8 hours. Each interruption to that rests adds 1 additional hour. 1 hour of that rest must be just before memorizing spells. Each spell requires an additional 15 minutes of undisturbed study to memorize the spell. Spells remained memorized until used or lost.
- 3. If the caster's concentration is broken while casting the spell, the spell is lost.
- 4. Clerics, Druids, Illusionists, and Wizards can make and use scrolls. The scroll must contain all the components necessary to cast it. If the reader can cast the scroll's spell, she may use it in the following ways: a. read/cast the spell directly from the scroll. It uses the scroll up but at no cost to spell slots, etc. b. cast the spell directly into her spell book at no cost (except pages). c. use a spell slot and memorize the spell (like from a spellbook). It does not use up the scroll.
- 5. Wizards and Illusionists are unlimited on known spells (i.e. spells in their spell books). They are only limited by availability of the spell, cost (100 gp per page for special inks, etc.), and encumbrance (each spell needs 1 page/level of spell, cantrips 1/2 page each). Duplicate spell books are 1/2 the cost. Scrolls can be read directly into a spell book at no cost except space - but it destroys the scroll (the scroll is the cost of 100 gp/lvl of spell). A standard spellbook is ~16" high x 12" wide x 6" thick (some variance allowed). Actual weight of ~15 lb and costs 15 gp. A traveling spellbook is ~12" high x 6" wide x 1" thick (some variance allowed). Actual weight is 3lbs and costs 50 gp. Both have 100 pages (the traveling spell book is of finer and more expensive parchment).
Linked Pages: The following pages give related information about magic.
Spell Terms and Definitions Arcane Spells Divine Spells Bard Spells Rune Magic
Details:
The following information just provides more explanation of the above summary. If anything above was unclear, then the details below should help clarify it.
Seven classes can cast spells: Clerics, Druids, Illusionists, Wizards, Sorcerers, High Bards, and Rune Smiths. Before addressing the specific spells or their use and acquisition by characters of these classes, it is important to understand the fundamental nature and differences between the magic they utilize.
The magic used by clerics and druids is classified as divine because it is granted to them after prayer or supplication to a deity or other powerful entity or elemental force. In most cases, clerics receive their magic from deities, who may limit or place special restrictions on its use. Druids gain their magic ability from more varied sources, be they primal forces, nature gods or elemental powers. Thus, clerics and druids act as a conduit, channeling and focusing magic originating from a higher entity. This similarity can be seen in the replication of specific spells or spell types in their spell lists. Clerics and druids often cast the same spells in a similar manner.
The magic used by wizards and illusionists is classified as arcane because it is learned from ancient knowledge, and passed down from one generation of magic-users to the next, either through apprenticeship or textual record. Wizards and illusionists, unlike clerics and druids, share very few spells in common; the two forms of arcane magic are quite distant from one another. Wizards use their mystical knowledge to create and give form, or to enhance or physically alter form. Illusionists, on the other hand, alter one’s perception of form and reality.
Sorcerers, High Bards and Rune Smiths also depend on knowledge passed down from one generation to the next. Sorcerers also need to be part of a bloodline of sorcerers. Sorcerers tap into their life force to cast spells - lower level spells fatigue the caster while upper level spells can age the caster. However, sorcerers have found ways to drain the life force of other beings to cast spells, rather than affect themselves. High Bards, also known as Troubadours or Jongleurs, use magic to heighten the effects of their performances ranging from a lullaby enhanced into a sleep spell through encouraging words that actually heal. Rune Smiths lock magic into potent symbols that can either enhance an object, such as a more potent sword, or be a force unto themselves, such as runes that damage or trap anyone that triggers them. Different races have different rune magic.
Wizardly magic deals with direct manipulation of the real and concrete. Wizards use magic to create and give form, or to enhance or physically alter form. They funnel it, channel it, and redirect it. A wizard’s magic is based on the metaphysical, properties of the world around them. Even though a wizard may alter reality, it is most important to remember that that such reality is perceived in the same way by all who view it, whether the caster, the recipient, the victim, or anyone viewing the spell effect.
In contrast, illusionists utilize a very different type of magic. Illusionists alter the perception of form and reality for each creature who is subjected to it or views it. An illusion is every bit as real to the spell’s recipient or viewer as a physical creation. Indeed, an illusionist calls forth his magic and gives it a form that can be more easily perceived to the senses. The actual illusion is the comprehensible form the magic is given.
Thus, it could be argued that illusionist magic is the most powerful of all magics as it can allow those affected by it to defy nature and its physical laws, even beyond those that exist in a fantasy universe. In practical terms, the illusionist convinces a spell recipient that what they sense is real by altering and giving comprehensible form to magic. A rope, though illusionary, is real to the one climbing it. A bridge, though illusionary, is real to the one crossing it. An illusionist can even trick the mind to such an extent that the physical body responds. The alteration of the recipient’s perception brings about actual, physical effect through the force of the illusionist’s magic. Thus, illusions can cause damage and can heal damage with lasting effect.
EXAMPLE: Angrod is wounded in battle. He risks the chance of death if not healed soon. Imach, an illusionist, comes forward casting cure critical wounds upon the dwarf. Angrod is amazed to see his wounds heal. Imach has cured through magic and altered the perceivable reality so that the mind of the dwarf and those viewing the healing can understand it. The power is nothing like the cleric’s healing, though it has the same game results.
These fundamental differences between the spell-casting classes affect game play in different ways. Each spell description cannot cover all situations that may arise during a game. But players, and more importantly Castle Keepers, need to keep the above discussion in mind when such situations do arise and necessitate a ruling so that the game may continue without long debate and discussion.
Many spells appear on both the cleric and druid spell lists, whereas wizards and illusionists do not share as many spells. The cleric and illusionist share a few spells. Yet, even when the same spell appears on more than one class spell list, it should be understood that the nature of the magic, and sometimes even the casting and effect of the spell, is different.
The casting of Sorcerer spells is completely different from either the divine or the arcane casters. As indicated earlier, a sorcerer taps into the life force of the caster or can utilize the life force of animals and sentient creatures to cast spells. Sorcerers can produce the same effects as wizards; however, a sorcerer needs no spell components (the life force is used instead) and requires no spell book (the sorcerer only knows a limited number of spells that he can cast at will if he has the energy/spell slots). Sorcerers need to utilize rituals for those spells that tap another being's life force. Utilizing another creature's life force (which often results in its death) is, of course, a clearly evil act.
The High Bard's approach is different from all other casters as well. A High Bard also only knows a limited number of spell-like effects and requires no spell book. Bards have a limited number of spells that are unique to just them. Bard magic is tied to a bard's performance and usually just enhances it. Bards can sense the essence of an area's magic directly and claim they persuade the magical essence to help them rather than compel it.
Rune Smiths are the ultimate compellers of magic. While other casters make temporary use of a piece of magical essence to accomplish a transitory goal (such as use it to heal someone or to cast an attack spell), Rune Smiths seek to entrap magic and force it to serve for extended or even infinite amounts of time. Rune Smiths have records of magical runes that they consult. These runes are unique to Rune Smiths (though there are variations among the different races - i.e. dwarf vs elf vs human runes). The runes are then inscribed - sometimes individually or in combination with other runes- to create a magical effect. For instance, a sword blade can be inscribed with a rune for fire and/or a rune for sharpness. But, a Rune Smith must be a master at the craft that created the inscribed object. Thus, a Rune Smith must be both a weapon smith and a Rune Master to create a magical sword. However, all Rune Smiths are expert calligraphers; meaning that with paint or ink a Rune Master can quickly prepare a trap or other effect (albeit a temporary one that is vulnerable to being destroyed). Like Bards and Sorcerers, Rune Smiths learn their trades from previous generations.
PREPARING SPELLS
Methods for preparing and casting spells is generally the same for characters of all spellcasting classes (sorcerers and rune smiths are not character classes). Spellcasters must prepare their spells for casting on a daily basis and they utilize roughly the same process to do so. Bards are roughly the same - consult the Troubadour class for Bard Magic pages for subtle differences.
WIZARDS AND ILLUSIONISTS
Wizards and illusionists learn complex, arcane formulas to harness magic and give it effect. Their spells are known as arcane spells, and both classes inscribe them, in their own unique language, in a spell book. Each wizard and illusionist begins play possessing an arcane tome of spells containing those spells they know how to prepare and cast. A wizard’s spell book is typically quite large in size and thickness, averaging one page/level of spell (cantrips are 1/2 page each). New spells may be learned and added to spell books through gaining a level, by copying from another spellbook or from scrolls and through research.
Each day, wizards and illusionists memorize and prepare the spells they intend to cast during the day. A character’s level limits the number of spells the character can prepare and cast each day, although a high or low intelligence score might grant bonus spells or take away from the typical number of daily spells gained.
A wizard or illusionist must have access to a spell book to study, and sufficient light to read in order to prepare the spells. A character can use a borrowed spell book or a spell book written by another magic-user to prepare a spell the character already knows and has recorded in the character’s own spell book, but read magic must first be cast in order to decipher the writing in the book (See Acquiring New Spells).
A character needs to sleep and rest for a total of 8 hours each day before preparing spells. The character need not slumber for every minute of that time, but must refrain from movement, combat, spell-casting or any other fairly demanding physical or mental task during the rest period. If the character’s rest is interrupted, each interruption adds one hour to the total amount of time the character has to rest, in order to clear his or her mind. A character must have at least one hour of rest immediately prior to preparing spells for the day. If the character does not need to sleep for some reason, the character still must have eight hours of restful calm each day before preparing any spells. When the character prepares spells for the coming day, all spells the character has cast within the last eight hours count against the character’s daily limit of spells of a specific level.
In addition to the complete hour of rest immediately prior to preparing spells for the day, it takes 15 minutes per spell for a character to study a spell book and memorize the spell for the day. A character need not prepare a full complement of spells allowed per day, but preparing even one spell takes at least one hour of rest and 15 minutes of study.
To prepare any spell, the character must have enough peace, quiet and comfort to allow for proper concentration. The character’s surroundings must be free from overt distractions, such as nearby combat or other loud noises. Exposure to inclement weather might prevent the necessary concentration, as would any injury or failed saving throw the character might suffer while studying.
Until a character prepares spells from a spell book, the only spells available to cast are the ones that the character already had prepared from the previous day and has not yet used. During the study period, a wizard chooses which spells to prepare. If a character already has spells prepared from the previous day that have not been cast, the character can abandon some or all of them to make room for new spells.
A character can prepare the same spell more than once each day. Each preparation counts as one spell toward the character’s daily limit for each spell level. If a spell has multiple versions, the character must choose which version to use when the character prepares it, unless the spell description specifies that the choice is made upon casting.
When preparing spells for the day, the character can leave some spell slots open. Later during that day, the character can repeat the preparation process as often as the character likes, time and circumstances permitting, to fill these unused spell slots. Like the first session of the day, this preparation takes at least one hour and 15 minutes of game time. The character cannot, however, abandon a previously prepared spell to replace it with another one, or fill a slot that is empty because the character has cast a spell in the meantime. That sort of preparation can only be done during the first study period after resting.
Once a character prepares a spell, it remains in the character’s mind until the character triggers it through casting or until the character abandons it. Upon casting, the spell is purged from the character’s mind. Certain other events, such as the disruption of a spell during casting, the effects of magic items or special attacks from monsters can wipe a prepared spell from a character’s mind. If a character dies, all spells stored in the character’s mind are wiped away.
CLERICS AND DRUIDS
Clerics and druids prepare their spells in largely the same manner. They choose and prepare spells ahead of time, just as a wizard or illusionist would, but clerics or druids do not require spell books. Instead, clerics select and prepare spells ahead of time, through prayer and meditation, at a particular time of day.
Some deities set the time or impose other special conditions for granting spells to their clerics. If some event prevents the character from praying at the proper time, the character must do so as soon as possible thereafter. If the character does not stop to pray for spells at the first opportunity, the character must wait until the next day to prepare spells.
The time required for a divine spellcaster to prepare spells is the same as for a wizard. There must be eight hours of rest each day before prayer, and at least one hour of that rest must be immediately prior to prayer. It takes 15 minutes per spell to pray for and receive the spell. There must be a relatively peaceful environment in which to pray. Unlike arcane magic-users whose choice of spells is limited to those in their spellbook, a cleric or druid may pick any spell from the applicable spell lists unless the character’s deity imposes a restriction.
As with arcane spells, at the time of preparation, any spells cast within the previous eight hours count against the number of spells that can be prepared. Like arcane magic-users, a divine spellcaster does not have to prepare all of his or her spells at once. However, the character cannot fill a slot that is empty because the character cast a spell or abandoned a previously prepared spell at any time other than during the first daily spell preparation. In all other respects, the spell preparation rules for wizards and illusionists apply to clerics and druids.
ACQUIRING NEW SPELLS
Spellcasters, both arcane and divine, seek to add new spells to their repertoire but the process for adding new spells is different for each.
WIZARDS AND ILLUSIONISTS
Most arcane spellcasters desire, beyond all other treasure, the acquisition of new spells for their spell books. Wizards and illusionists learn and add new spells through several methods.
GAINING A LEVEL: just as a fighter constantly practices with his weapons, a wizard or illusionist spends time researching and learning about arcane magic and spells. When a character gains a new level, he chooses one new spell to add to his spell book. The spell chosen must be of a level the character can cast. For example, upon attaining second level, a wizard may add one additional first-level spell to the character’s spell book. The wizard automatically knows the spell and can prepare it. The Castle Keeper has the final say on what spells are or are not available.
DECIPHERING SPELLS: to decipher spells in another’s spell book or a scroll, a character must first cast read magic on the spell to be deciphered. Once the character successfully casts read magic, the character can learn or attempt to learn a new spell and add it to a spell book. The rules for adding new spells to a spell book depend upon the source of the spell. Even reading spells already known by a character contained in another’s spell book requires the casting of read magic, because no two spells are inscribed alike. Once a wizard deciphers a spell book or scroll, the character does not need to decipher it again to read it at a later time. Deciphering a magical writing allows the reader to identify the spell and gain some idea of its effects although the character must still learn the spell in order to cast it. If the magical writing is a scroll, the wizard can use the scroll.
LEARNING AND COPYING SPELLS: a character must first decipher the spells contained in a spell book or scroll as described above. Thereafter, the character can learn the new spell from the book by spending one day plus one day per level of the spell being learned in study of it. If the person who created the spell book is on hand to help the reader, the reader can learn the spell in one-half the normal time. The number of days necessary to learn the spell is reduced by a number of days equal to the character’s intelligence modifier, with a minimum of one day. The castle keeper may choose to require the character to make a successful intelligence check to learn a new spell (after the necessary days of study).
Once the new spell is learned, the character can copy it into a spell book, as described below. The process of copying leaves the spell book or scroll from which it was copied unharmed.
WRITING SPELLS: once a wizard understands a new spell, it can be copied into a spell book. The process requires one day plus one additional day per spell level. Zero-level spells require one day. A spell takes up one page of the spell book per spell level. Zero-level spells take up a single page. A normal spell book has 200 pages. Materials for writing a spell cost 100gp per page of the spell.
REPLACING SPELLBOOKS: the same procedure for learning a spell is used to reconstruct a lost spellbook. If the character already has a particular spell prepared, the character can write it directly into a new book at a cost of 100gp per page. The process wipes the prepared spell from the character’s mind, just as casting it would. If the spell is not prepared, the character may not reconstruct it from memory but can prepare it from a borrowed spellbook and then write it into a new book. Duplicating an existing spellbook uses the same procedure as replacing it, except that the time requirement and cost per page are halved.
RESEARCH: a character can also research a spell independently, duplicating an existing spell from the spell list or creating an entirely new one. At the end of the process, the character must write the spell into a spell book.
READING A SCROLL INTO A SPELL BOOK: a character must first decipher the spell contained on a scroll by casting read magic. Because a scroll is magical, and the reduction of the spell to the scroll involves all the necessary components for casting the spell from the scroll, a character can simply read a scroll into a spell book. Doing so copies the spell to the character’s spell book, but destroys the scroll in the process.
MAGIC OF THE ILLUSIONIST
Illusionist spells tend to baffle and confuse players and Castle Keepers alike. The source of the illusion is often as confusing as the illusion itself. The word “illusion” itself seems to connote the magic user’s magic is purely illusionary, unreal, meaning a strong or schooled mind can see through the illusion’s trickery and machinations and entirely ignore its effects. Yet, this could not be more wrong. Some of the illusions are, in fact, simple illusions, while others are the mind’s conquest over matter, and still others are channeled magic displayed with such force that their conjured elements are as real as a wizard’s magic missile or a cleric’s spiritual weapon.
To understand the illusionist’s spells, we must first understand the illusionist. The illusionist is a magic-using class whose title does not necessarily equate to his skill set. “Illusionist” is a class description, a generalized word establishing distance from the wizard. It defines a class that uses magic in a subtle but very different manner than the wizard, druid, or cleric. He is not a trickster. The illusionist has no skills that allow him to “fool” or “trick” his targets into believing something is what it isn’t. Such skills belong in the domain of a street urchin, jester, or some other buffoon who has no recourse in making his way in the world than tricking others through his sleight of hand. The illusionist is a master of magic; he bends his back in years of study to rise to the level of even a beginner in his craft. The illusionist is a master of time and substance. His abilities transcend the simple “illusions” of a trickster; rather the illusionist conjures material from the essence of the world around him. His “illusions” are not simple parlor tricks to fool the weak of mind, but are powerful incantations drawing upon his own powerful mind; he weaves these musings with magic drawn from the world around him, thereby fabricating the very stuff of reality. Illusionists can literally create something from nothing.
NOTE: A misconception exists that someone knowing an illusionist is an illusionist would, therefore, possess some kind of immunity to his illusions; this idea is an absolute misreading of the class’ descriptor. First, no illusionist would introduce himself as an illusionist. That would be as silly as someone introducing himself as an “assassin,” “rogue,” or “thief.” Such titles would immediately make others wary of the individual, and in some cases, could prove to be an automatic death sentence.
Second, an illusionist’s magic does not require belief. As noted above, this is a misconception of the class and its abilities; the illusionist is no trickster, and one cannot simply choose to “disbelieve” the illusionist’s magic, thereby rendering his spells ineffective. This is simply not the case. Though some of the illusionist’s spells are hypnotic, many if not most of the illusionist’s spells have real, tangible effects regardless of their victim’s belief.
The illusionist is not a less-than-adequate mage; he is an adventurer with the ability to wield powerful sorcery, summoning and shaping the world around him like no other, bringing to life reality created by his own mind. His power does not reside within the victims of his spells; instead, the illusionist’s power lies within the illusionist himself and his ability to manipulate the world around him and the magic inherent in the world. If anything, the illusionist is superior to the standard mage, as he can fabricate something from nothing.
Additionally, it is worth noting that not every spell the illusionist casts is an “illusion,” and all illusions do not work the same way.
Castle Keeper’s cannot have a too-literal definition of the illusionist. Doing so kills the usefulness and creative potential of the class itself. As with many things in the C&C game, the CK and players must think outside of the box. The following section details four different interpretations of illusions. These might apply to only a few spells or all of them as the game requires. It is up to the Castle Keeper, often consulting with the player, to determine the nature of the illusionist and his spells. Each spell may be different than the next, but some understanding of this must be arrived at before the game begins. For more refer to the Castle Keepers Guide.
ILLUSIONIST & HEALING
C&C has taken a wholly unique approach to illusionary magic in making the illusion real. This is not because of the weakness of the target, nor because of his inability to discern the real from the unreal. It rests in the power of the illusionist. The more powerful the illusionist, the greater the impact the illusionist and his spells can have on the game. If the illusionist is an actual spellcaster capable of manipulating the world around him, then logic and the enterprising player eventually arrive at the healer’s door.
In C&C illusionists can heal damage. They heal damage in the same manner in which they cause damage—not by tricking their targets but rather by projecting their own magical power into the target and changing the nature of time and substance. They do not trick the target’s mind into psychically healing itself; that assumption assumes the target is mentally able to do such a thing. The power of the illusionist does not reside in the target; the illusionist’s power solely resides in the illusionist. Illusionists heal through their own magic, while a cleric channels the magic of a deity, serving as a bridge between the deity and the target to heal it. An illusionist channels or controls the natural magic of the world around him, using the target’s own mind as a bridge between the magic and the target; the more powerful the illusionist, the greater his ability to cross that bridge.
CLERICS AND DRUIDS
Characters who can cast divine spells undertake a certain amount of study of divine magic between adventures. Each time a character receives a new level of divine spells, the character learns the new spells from that level automatically. For example, a cleric reaching third level is granted knowledge of all spells on the second-level cleric spell list by their deity.
Additionally, a cleric or druid can research a spell independently. Only the creator of such a spell can prepare and cast it, unless the character decides to share it with others. Some such creators share their research with their churches, but others do not. The character can create a magic scroll (provided they are high enough level) or write a special text, similar to a spell book, to contain spells the character has independently researched. Other divine spellcasters who find the spell in written form can learn to cast it, provided they are of sufficient level to do so and are of the same class as the creator. The process requires deciphering the writing (see Divine Magical Writings, below).
DIVINE MAGICAL WRITINGS: Divine spells can be written down and deciphered just as arcane spells can, except read magic is not used to do so. Instead, the character can decipher and learn the new spell from the scroll by spending one day plus one day per level of the spell being learned in study of it. Only characters who have the spell in question on their class-based spell lists can cast a divine spell from a scroll.
CASTING SPELLS
A character who wishes to cast a spell announces his intention to the Castle Keeper during the character’s initiative turn. A character must make all pertinent decisions about a spell (range, target, area, effect, etc.) when the character begins casting, unless the spell specifies otherwise. The character must make some choice about whom the spell is to affect or where the effect is to originate, depending on the type of spell. The Castle Keeper applies whatever results a spell entails using the spell’s description.
To cast a spell, the character must be able to speak (if the spell has a verbal component), gesture (if it has a somatic component), and manipulate the material components or focus (if any).The spell descriptions indicate which components are necessary. Additionally, the character must concentrate to cast a spell (see below). If something interrupts the character’s concentration while casting, the spell is lost and marked off the character’s list of prepared spells. If the character ever tries to cast a spell in conditions where the characteristics of the spell (range, area, etc.) cannot be made to conform, the casting fails and the spell is wasted.
Many spell durations are measured in rounds, minutes, hours, or some other increment. When the duration expires, the spell’s effect ends.
CONCENTRATION
To cast a spell, the character must concentrate. If something interrupts the character’s concentration while the character is casting, the spell is lost and marked off the character’s list of prepared spells. Sometimes, the Castle Keeper may allow a concentration check (against the appropriate ability, typically intelligence or dexterity) to see if the spell is simply disrupted (and not lost) or even not interrupted (casting is completed).
Getting hurt or being affected by hostile magic while trying to cast a spell can break the character’s concentration and ruin a spell. If while trying to cast a spell the character takes damage, fails a saving throw or is otherwise successfully assaulted, the character’s casting is disrupted unless the Castle Keeper allows a concentration check. The interrupting event strikes during spellcasting if it comes during the time when the character starts and completes a spell (for a spell with a casting time of more than one full round). Anything that could break the character’s concentration when casting a spell can also break the concentration necessary to maintain a spell. A character can’t cast a spell while concentrating on another one.
The only spells the character can cast while grappling or pinned are those without somatic components and whose material components the character has in hand at the time. Even so, the Castle Keeper will often require a concentration check for the character to cast the spell. Vigorous motion, such as from riding a mount, the rocking of a small boat in rough water or simply being jostled in a similar fashion, might necessitate a concentration check.
USING SCROLLS
Scrolls are spells reduced to a portable form. Not only does a scroll contain the text of a spell, all the necessary components, except verbal, have been magically incorporated into the scroll. Before using a scroll, a character must decipher it by casting read magic. The character can then read the scroll aloud, casting the spell contained on it just as if the character had the spell prepared. The spell’s casting time, range, area of effect, duration and all other details and limitations are no different. A spell contained on a scroll may only be cast once. When a spell is cast from a scroll, the spell disappears or destroys the scroll.
There are some limitations on the use of scrolls, of course. A character must be of a class that can cast the type of spells contained on the scroll. For example, a druid cannot cast wizard spells from a scroll.
A character can cast a spell from a scroll that they have not learned or recorded in their spell book. However, the character must be of a high enough level to cast the level of spell found on the scroll. For example, a 2nd level wizard finds a scroll and casts read magic on it, revealing that it contains the 1st level spell magic missile. The wizard had not previously learned magic missile, and does not have it recorded in his spell book. The wizard, however, can cast 1st level spells and thus can cast magic missile from the scroll.
A character can attempt to use a scroll to cast a spell of a level they are not normally able to cast, but they must first make an intelligence check to do so. A penalty to the intelligence check equal to the level of the spell is applied to the roll. Failure indicates that the spell fails and the scroll is destroyed. For example, the 2nd level wizard deciphers a scroll bearing teleport, which is a 5th level spell the wizard cannot normally cast. The wizard attempts to cast the spell from the scroll, but he must first make a successful intelligence check with a challenge level of five.
Spells can be learned and copied from scrolls normally, and doing so does not destroy the scroll.