Acquisition of Spells

Clerics and Druids have an obvious advantage over Magic-Users, in that, in theory, they have access to any spell of any level which they can cast. However, note that Clerics and Druids are limited in their spell selection based on their ethos and alignment; for instance, a Cleric serving in an order dedicated to healing should not be surprised that his or her Patron Immortal refuses to grant reversed healing spells. If a Cleric prays for a spell that is not allowed, the Game Master may choose to grant the character a different spell, or optionally (if the Immortal is angered) no spell at all for that “slot.”

Magic-Users begin play knowing two to five spells (read magic, one other plus a number equal to his or her intelligence bonus. Each time the character gains a level, he or she gains the ability to cast more spells; in addition, every other level the Magic-User gains access to the next higher level spells (until all levels are available). However, gaining the ability to cast these spells does not necessarily mean the Magic-User instantly learns new spells.

Magic-Users may learn spells by being taught by another Magic-User, or by studying another Magic-User’s spellbook. If being taught, a spell can be learned in a single day; researching another Magic-User’s spellbook takes one day per spell level. To learn from a spell scroll, the character must fully decode the spell, taking 1 week per level of the spell and costing 250 gp per spell level to research. The chance of successfully decoding a scroll is 50% +5% per level of the caster, minus 10% per level of the spell (however maximum of 95% chance of success); any failure ruins the scroll and it is lost. In each case, including scroll research, the spell learned must be transcribed into the character’s own spellbook, at a cost of 500 gp per spell level transcribed.

A Magic-User may add a new spell of any level he or she may cast at any point; however, spells of higher levels may not be learned or added to the Magic-User’s spellbook. The Magic-User must find a teacher or acquire a reference work (such as another Magic-User’s spellbook) in order to learn new spells, and the cost of such is in addition to the costs given above. Often a Magic-User will maintain a relationship with his or her original master, who will teach the character new spells either for free or in return for services. Sometimes two Magic-Users will agree to exchange known spells. However, in many cases the only option available to a Magic-User will be to pay another Magic-User (often an NPC) anywhere from 100 gp to 1000 gp per spell level in return for such training.

Karameikos is not very advanced when it comes to magical instruction. At a certain point, magic-user characters will no longer be able to learn from the common magical instructors of Karameikos; after that point, all new spells must be learned from scrolls and other adventurers met during journeys.

The spells known to the Magic-User’s Guild of Specularum include:

  • Zero Level: All
  • First Level: All
  • Second Level: All
  • Third Level: All
  • Fourth Level: Charm Monster, Confusion, Growth of Plants, Polymorph Self, Remove Curse, Wall of Fire, and Wizard Eye.
  • Fifth Level: Hold Monster, Magic Jar, Passwall, Telekinesis, and Wall of Stone.
  • Sixth Level: Anti-Magic Shell, Disintegrate, Invisible Stalker, Lower Water, and Projected Image.
  • Seventh Level: Delayed Blast Fireball, Invisibility Mass, and Power Word Stun.
  • Eighth Level: None
  • Ninth Level: None

Note: Clerics do not have this limitation; their spells are granted to them by the Immortals.

If you’re character wants a spell other than those listed above, he’ll have to find it outside of the Magic-User’s Guild (i.e. discovering a scroll, ancient spell books, or researching it on his own. Speaking of research, Magic-Users may also create entirely new spells (or alter existing spells); see the Magic Research page for details.

Acquisition of Spells

Karameikos and Beyond Haronniin