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Spell Use

Revised Magic Rules for Mages and Specialists


01/12/1995, 1/7/97, 3/1/9/98, 11/05 DG/BH

General
A wizard may use any spell he has learned and inscribed into his spell book(s) at any time (within limits of Intelligence per Table 4: Int PH2).

Rules

1. Limitations: He is limited to the same number of spells per level and spells per day (24 hour period) as normal (PH2). Learning of spells is "per day".

2. Learning: To learn a spell of a level the mage is able to cast normally, use INT Chance to learn*. For spells one level above that, divide by half, and adjust for specialists (+15%). This is ‘chance to understand and cast’, not learning.

3. Memorization: He must still take time daily to memorize spells that he believes he will find most useful during that day, but he is not limited to those spells alone. He can keep a repertoire of spells available to the limit of his INT. These spells he can learn can be altered with a few days studying, but this is the max # available.

4. Base Chance of Success: If he chooses to use spells he has learned from his books but he has not memorized for the day he has a base chance of spell success that is dependent on his Intelligence score; Chance to learn %. (i.e. Int=14, 60% chance to learn = chance to cast).
100 (00) is always a failure.

5. Modifiers: If he chooses to use spells from his books that he has specifically memorized for the day he has a positive spell success modifier that is dependent on his Intelligence score; Chance to learn % + 25%. (i.e. Int=14, 60% chance to learn + 25%= 85% or Int=18, 85% chance +25%=99%) and gains a +2 to saving throw if failure occurs.

6. Specialists:
A. Specialist wizards get a +15 to cast normally, and a + 40% for studied spells within his chosen realm and +10% for non-opposing studied spells outside his chosen realm.

B. Instead of being totally unable to cast them, specialist wizards have a -35% chance to cast opposing schools (for all castings, including scrolls).

* Base Chance to learn/cast:
9=35%, 10=40%, 11=45%, 12=50%, 13=55%, 14=60%, 15=65%, 16=70%, 17=75%, 18=85%, 19=95%, 20=96%, 21=97%, 22=98%, 23=99%, 24/25=100%. The full range is shown to reflect possible temporary changes in INT scores.

C. Intrinsic Spell Ability: Tanar’ri, Baatezu, etc) Intrinsics are cast at INT Score +10%, or if not known or extra-planar being: HD: 1-5 = 80%, HD: 6-9= 85%, HD: 10+ = 90%. These may not be dependent on INT, but other factors such as injury, distraction, anger.

7. Spell Miscasts: If a spell fails then the wizard must make a saving throw versus Spells, modified by spell level (Reach=-3, last 2 level learnt -2, 2 levels before that -1, 0 otherwise). If the savings throw fails the wizard must roll on the Spell Failure Chart. If the mage is interrupted during casting (the casting period after initiative, not the whole time before the spell fires), a save vs. Death Magic at -4 is required to avoid a miscast. Not all miscasts have negative results. If either save is made with a Natural 20, the mage can have the option of recovering the spell, re-rolling the cast percentage but at an additional -20 modifier.

8. Reaching: The wizard may attempt to cast a spell one spell level above his normal ability level with a -40% modifier to the chance of success if he has taken the time to study the spell prior to casting.

A. Unsuccessful casting of a reach causes the wizard to make a save versus spells at a -3 to avoid rolling on the spell failure chart.

B. If the wizard does attempt this , successful or not, he is all but unable to cast any other spell for a duration equal to 20- Con in turns (i.e. Con=11, unable to cast spells for 9 turns) due to strain.

C. If the mage does continue to cast spells, his/her CON score will drop by 1 per 2 spell levels cast, cumulatively. Upon CON score of 3 or less, the mage will pass out from weakness for 1 hour/CON point recovery time, and if killed, any raise dead or Resurrection survival are checked with current CON score.

9. Additional Guidelines:

A. Repetitive Castings: A wizard may cast a spell only once per day having the +25% modifier. The second (or first, if not studied) casting is at normal base %. Afterward, a subtraction of 15% is applied, to a maximum of -30%. Theory is that the handling of similar spell forces could, if repeated frequently, cause damage in the brain (albeit, the mage's concentration & Memory) much as rubbing of the hands together makes heat.

B. Casting out of books: A wizard may attempt to cast a spell out of a spellbook directly. He must be able to cast the level of the spell normally. There is a preparation time of 5 segments per spell level (3rd level = 15seg. or 1round, 5 segments). If interrupted - start again. There is a flat -35% modifier to successfully cast (no positive modifiers for study), and the spell will disappear from the book (in lieu of components) whether it is successful or not. There is a 10% general chance the entire book will be lost, as if it was the spell component. Casting time is doubled.

C. Scrolls: Scroll spells are spells that have been pre-cast much like above, but in controlled conditions and the actual spell components used. Some scrolls are spellbook page-like, and need to be copied and learned. Scribes or Diviners may copy either type of scrolls into books for normal use.

D. Unfamiliar Spells: If a mage attempts to cast a spell he is not familiar with, and/or that is more than one level higher than he is normally able to throw, the modifier is -25% in addition for every order of magnitude of reach. Casting time alters to d4xCT; results over 15 apply to the next round and so on.

Example: (Bob (short for Kate) the 12th level Mage (18 INT) finds a book with the 7th level spell "Finger of Death" and due to his situation, decides he must cast this spell. His base % is 85%, -40 for reaching and -25 for not having studied or learned the spell, has a 20% to cast successfully. He rolls a 25%, doesn't save vs. spell at -4, Rolls of misfire table 1.A and gets a 25. The result is the target creature must save three times vs. Death or die, or take 2d8+1 three times!)

E Magic Items: Magic Items may affect these modifiers. A Staff of the Magi or Ring of Protection can add a safety modifier at the discretion of the DM.

F Intoxication: Lessening of Intelligence as in DMG1. Slight Intoxication -1, Moderate -3, Great -6

G Insanity: any hour, roll for state of mind:
01-03
+d4 INT
04-20
+1 INT
21-40
+-0 INT
41-60
-1 INT
61-80
-2 INT
81-90
-3 INT
91-96
-4 INT
97-00
-5 INT

General Examples: (The Math)

#1 Spell-caster of minimum INT of 09 is in a heap of trouble at 1st level:
Base chance to cast spell known: 35%
Saving Throw vs. Spell: 12+3=15

If this prestidigitator studies hard, he will have a 35+25=60% chance of successful casting of spells, and if he doesn't cast correctly, he has over half a chance of recovery. He should work to get his INT up in future, avoid reaching at all cost, and make a point of picking up Protection items for his saving throws!

#2 Spell-caster of 18 INT at 1st level.
Base chance to cast spell known: 85%
Saving Throw vs. Spell: 12+3=15
If this future successful mage studies, only a 00 will result in problems, and if he doesn't study, 85% is pretty good for known spells. Maybe he'll delve into attempting to reach now and again, 85+25 (study) - 40% = 70%. Not a bad chance although if his chances for saving isn't too good (12-1+4=15). Repeated casting of a studied spell would go thusly: 110 (99%), 85%, 70%, 55%, 55%.

He could even learn spells of his opposing school at -35%, he'd still have a percentage (with study) of 75%!

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