Arcane spellcasters do not need to “prepare” spells. Casting a spell requires a spellcasting check, at least one free hand, and some magic components or a focus. Spells are more or less powerful, noted by spell level. Failing the check triggers a mishap with unintended consequences, and the spellcaster can’t attempt spells of that spell spell level again until they take a safe rest.
All scholars know and can cast 3 cantrips. These are rote, simple, relatively weak spells that the PC has mastered. They require no spellcasting check or components and can always be used.
Spellcasting PCs know a number of spells based on the PC’s and spell level. Known spells can be cast by the spellcaster. When the spellcaster gains a level they can choose a spell they know and replace it with another spell of the same level that they have learned to cast.
PC Level | 1st | 2nd | 3rd | 4th | 5th |
---|---|---|---|---|---|
1 | 1 | ||||
2 | 2 | ||||
3 | 3 | 1 | |||
4 | 4 | 2 | |||
5 | 5 | 3 | 1 | ||
6 | 5 | 4 | 2 | ||
7 | 5 | 5 | 3 | 1 | |
8 | 5 | 5 | 4 | 2 | |
9 | 5 | 5 | 5 | 3 | 1 |
The columns relate to the spell level, while rows are class level. A level 4 caster would know four 1st level and two 2nd level spells.
Casting a spell generally requires an Active action, although some can be cast as a quick action. It is possible to cast several spells a round, but only 1 can be an Active action spell, the remaining must be quick actions (1 for a quick action, a second if you give up movement). Each spell in the spell lists defines its requirements, duration, and whether the spellcasting check is a magical attack requiring the check to beat the target's defense (e.g. 10 + the target’s relevant modifier) to be successful. Each spell, apart from Cantrips and Rituals, is either marked C for Spell Casting Roll needed, or A for casting roll that must exceed target's defense rating, or R for spell that can only be cast as a ritual. If the spell is marked S it will inflict its effect even on disembodied spirits.
Spells often require components: certain words, movements, or materials in order to trigger the spell’s magical effects. These are described in the spell lists. You can safely assume these components requires two supply for each spell level. Depending on the spell, each casting will consume these components.
Spellcasters can cast any known spell as a rite or ritual. This takes 1 hour per spell level of concentration, but doesn’t require a check.
Some spells last as long as concentration is held. Only one spell can be concentrated on at a time. Taking damage, making checks, or other distracting tasks may break concentration.
Arcane spellcasters of all archetypes may choose to learn spells from this list. It includes descriptions for the most common forms of magic, but often the execution of these spells vary widely from one archetype to another.
The separate archetypes of scholars may choose to learn their spells from the appropriate archetype list below in addition to learning from the list of spells found above. Each scholarly archetype has one spell available at each spell level.
These spells may be found during the campaign, or taken by NPC spellcasters. They may perhaps be learned by the player characters, but many of these spells carry with them severe consequences. For every spell learned, you automatically gain a one point increase in corruption. Each time you cast one of these spells, the demons within you may make a corruption check to determine if the infection increases.
I've stayed with the D&D heritage of only making damage spells for odd level spells. The second and fourth level spells are aimed mostly for utility/abjuration/travel. The BIG exception to that will be the blasphemies, which I want to make sure have the most TEMPTING 2nd and 4th level spells available.
I think I may create some “hidden” spells that the PCs may find in books every now and again. They might not necessarily be great, but at least provide scrolls to be cast once or twice.