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magnimar:spells [2016/09/02 23:06] sammagnimar:spells [2016/10/29 10:51] sam
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 ===== Spells ===== ===== Spells =====
 +
 +==== Undercasting Spells ====
 +
 +Any spell with a I, II, III... suffix can be undercast at the lower level version. This means that a spellcaster like a Sorcerer only needs to know the highest level Summon Monster they can possibly cast, but can cast it using a lower level spell slot. So if they know Summon Monster III, they can cast it as Summon Monster II if they want to, without needing to use a lower level slot of known spells.
  
 ==== Arcane Spells ==== ==== Arcane Spells ====
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 ^ Source             ^ Rarity    ^ Cost ^ DC   ^ ^ Source             ^ Rarity    ^ Cost ^ DC   ^
 | Core Rulebook      | Common    | x1   | +0   ^ | Core Rulebook      | Common    | x1   | +0   ^
-| Non-Core Rulebook  | Uncommon  | x3   | +  ^ +| Non-Core Rulebook  | Uncommon  | x3   | +  ^ 
-| Other Paizo Source | Rare      | x5   | +10  +| Other Paizo Source | Rare      | x5   | +6   
-| Non-Paizo Source   | Very Rare | x10  | +15  ^+| Non-Paizo Source   | Very Rare | x10  | +10  ^
  
-This doesn't mean that all such spells are available (especially for non-Paizo sources).+This doesn't mean that all such spells are available (especially for non-Paizo sources). The DC modifier applies to all checks to identify, decipher and learn spells or that rarity.
  
-=== Studying Spells ===+=== Gaining Spells ===
  
 //Common// spells automatically gained when going up a level are gained immediately after a night's rest. It is assumed that you've been studying prior to that. //Common// spells automatically gained when going up a level are gained immediately after a night's rest. It is assumed that you've been studying prior to that.
  
-Wizards and other book learners can learn other spells by spending time studying and researching them. If you have a copy of the spell, it takes 1 full day per spell level, and success is automatic+Wizards and other book learners can learn other spells by spending time studying and researching them.
  
-If you don't have a copy of the spell, then you need to research the spell. It takes 1 week per spell level, and the cost is 100gp per level of the spell in materials. You need to make a Spellcraft check equal to 10 x level of the spell, modified by rarity. If you fail, you lose the money and the time. You can try again, and get a cumulative +1 for each previous attempt at that spell.+If you have a copy of a spell in a scroll or a spell book, you must first decipher the spell. This requires either the use of //Read Magic// (in which case the process is automatic, and takes 1 minute per spell level), or a //Spellcraft// check at DC 20 + spell's level. This takes 1 hour per spell level (30 minutes for a 0-level spell). 
 + 
 +Learning a spell you have a deciphered copy of takes 1 day per spell level, and requires a Spellcraft DC 15 + level of the spell. If you fail, then you must wait until gaining another rank in //Spellcraft//
 + 
 +If you don't have a copy of the spell, then you need to research the spell. It takes 1 week per spell level, and the cost is 100gp per level of the spell in materials. You need to make a Spellcraft check equal to 15 x level of the spell, modified by rarity. If you fail, you lose the money and the time. You can try again, and get a cumulative +1 for each previous attempt at that spell
 + 
 +== Sorcerers == 
 + 
 +Sorcerer's don't usually learn spells from books, and when they gain spells they can select any spell from their core lists. However, less common spells can't be selected without some reference material. 
 + 
 +If you have a deciphered copy of a non-Common spell scroll (not a spell book) prior to going up a level, then you may automatically learn that spell when you select your spells when levelling up. The scroll is consumed in this process as you 'consume' the energy and knowledge in the spell during your meditations. 
 + 
 +Sorcerers are unable to invent or research non-common spells they haven't come across. 
 + 
 +You may also get an option to retrain an existing known spell to a rarer one when retraining. The trainer needs to have the spell you want.
  
 ==== Divine Spells ==== ==== Divine Spells ====
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 Armour is limited to half the armour bonus (rounded up), to a maximum of +5. Armour is limited to half the armour bonus (rounded up), to a maximum of +5.
 +
 +===== Raise Dead =====
 +
 +If a character is raised from the dead using //Raise Dead//, //Resurrection//, or //True Resurrection// then they will age 2d6 years. The caster of the spell will age half the amount rolled.
 +
 +This assumes humans. Halflings and Half-elves have a x2 multiplier to the roll, Gnomes and Dwarves x3 and Elves x5. The multiplier applies to the raised and the raiser independently.
 +
 +This means people are generally unwilling to //raise// someone unless there's a very good reason.
magnimar/spells.txt · Last modified: 2016/12/10 11:53 by sam