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Arcane Spells

Source PRPG Core Rulebook pg. 218
Wizards, sorcerers, and bards cast arcane spells. Compared to divine spells, arcane spells are more likely to produce dramatic results.

Spell Slots: The various character class tables show how many spells of each level a character can cast per day. These openings for daily spells are called spell slots. A spellcaster always has the option to fill a higher-level spell slot with a lower-level spell. A spellcaster who lacks a high enough ability score to cast spells that would otherwise be his due still gets the slots but must fill them with spells of lower levels.

Preparing Wizard Spells

Source PRPG Core Rulebook pg. 218
A wizard’s level limits the number of spells he can prepare and cast. His high Intelligence score might allow him to prepare a few extra spells. He can prepare the same spell more than once, but each preparation counts as one spell toward his daily limit. To prepare a spell, the wizard must have an Intelligence score of at least 10 + the spell’s level.

Rest: To prepare his daily spells, a wizard must first sleep for 8 hours. The wizard does not have to slumber for every minute of the time, but he must refrain from movement, combat, spellcasting, skill use, conversation, or any other fairly demanding physical or mental task during the rest period. If his rest is interrupted, each interruption adds 1 hour to the total amount of time he has to rest in order to clear his mind, and he must have at least 1 hour of uninterrupted rest immediately prior to preparing his spells. If the character does not need to sleep for some reason, he still must have 8 hours of restful calm before preparing any spells.

Recent Casting Limit/Rest Interruptions: If a wizard has cast spells recently, the drain on his resources reduces his capacity to prepare new spells. When he prepares spells for the coming day, all the spells he has cast within the last 8 hours count against his daily limit.

Preparation Environment: To prepare any spell, a wizard must have enough peace, quiet, and comfort to allow for proper concentration. The wizard’s surroundings need not be luxurious, but they must be free from distractions. Exposure to inclement weather prevents the necessary concentration, as does any injury or failed saving throw the character might experience while studying. Wizards also must have access to their spellbooks to study from and sufficient light to read them. There is one major exception: a wizard can prepare a read magic spell even without a spellbook.

Spell Preparation Time: After resting, a wizard must study his spellbook to prepare any spells that day. If he wants to prepare all his spells, the process takes 1 hour. Preparing some smaller portion of his daily capacity takes a proportionally smaller amount of time, but always at least 15 minutes, the minimum time required to achieve the proper mental state.

Spell Selection and Preparation: Until he prepares spells from his spellbook, the only spells a wizard has available to cast are the ones that he already had prepared from the previous day and has not yet used. During the study period, he chooses which spells to prepare. If a wizard already has spells prepared (from the previous day) that he has not cast, she can abandon some or all of them to make room for new spells.

When preparing spells for the day, a wizard can leave some of these spell slots open. Later during that day, he can repeat the preparation process as often as he likes, time and circumstances permitting. During these extra sessions of preparation, the wizard can fill these unused spell slots. He cannot, however, abandon a previously prepared spell to replace it with another one or fill a slot that is empty because he has cast a spell in the meantime. That sort of preparation requires a mind fresh from rest. Like the first session of the day, this preparation takes at least 15 minutes, and it takes longer if the wizard prepares more than one-quarter of his spells.

Prepared Spell Retention: Once a wizard prepares a spell, it remains in his mind as a nearly cast spell until he uses the prescribed components to complete and trigger it or until he abandons it. Certain other events, such as the effects of magic items or special attacks from monsters, can wipe a prepared spell from a character’s mind.

Death and Prepared Spell Retention: If a spellcaster dies, all prepared spells stored in his mind are wiped away. Potent magic (such as raise dead, resurrection, or true resurrection) can recover the lost energy when it recovers the character.

Arcane Magical Writing

Source PRPG Core Rulebook pg. 218
To record an arcane spell in written form, a character uses complex notation that describes the magical forces involved in the spell. The writer uses the same system no matter what her native language or culture. However, each character uses the system in his own way. Another person’s magical writing remains incomprehensible to even the most powerful wizard until he takes time to study and decipher it.

To decipher an arcane magical writing (such as a single spell in another’s spellbook or on a scroll), a character must make a Spellcraft check (DC 20 + the spell’s level). If the skill check fails, the character cannot attempt to read that particular spell again until the next day. A read magic spell automatically deciphers magical writing without a skill check. If the person who created the magical writing is on hand to help the reader, success is also automatic.

Once a character deciphers a particular piece of magical writing, he does not need to decipher it again. Deciphering magical writing allows the reader to identify the spell and gives some idea of its effects (as explained in the spell description). If the magical writing is a scroll and the reader can cast arcane spells, he can attempt to use the scroll.

Sorcerers and Bards

Source PRPG Core Rulebook pg. 220
Sorcerers and bards cast arcane spells, but they do not use spellbooks or prepare spells. Their class level limits the number of spells she can cast (see these class descriptions). Her high Charisma score might allow her to cast a few extra spells. A member of either class must have a Charisma score of at least 10 + the spell’s level to cast the spell.

Daily Readying of Spells: Each day, sorcerers and bards must focus their minds on the task of casting their spells. A sorcerer or bard needs 8 hours of rest ( just like a wizard), after which she spends 15 minutes concentrating. (A bard must sing, recite, or play an instrument of some kind while concentrating.) During this period, the sorcerer or bard readies her mind to cast her daily allotment of spells. Without such a period to refresh herself, the character does not regain the spell slots she used up the day before.

Recent Casting Limit: Any spells cast within the last 8 hours count against the sorcerer’s or bard’s daily limit.

Adding Spells to a Sorcerer’s or Bard’s Repertoire: A sorcerer or bard gains spells each time she attains a new level in her class and never gains spells any other way. When your sorcerer or bard gains a new level, consult Table 3–4 or Table 3–15 to learn how many spells from the appropriate spell list she now knows. With permission from the GM, sorcerers and bards can also select the spells they gain from new and unusual spells that they come across while adventuring.

Arcane Spells and Armor

Source PRPG Core Rulebook pg. 83
Armor restricts the complicated gestures required while casting any spell that has a somatic component. The armor and shield descriptions list the arcane spell failure chance for different armors and shields.

If a spell doesn’t have a somatic component, an arcane spellcaster can cast it with no arcane spell failure chance while wearing armor. Such spells can also be cast even if the caster’s hands are bound or he is grappling (although concentration checks still apply normally). The metamagic feat Still Spell allows a spellcaster to prepare or cast a spell without the somatic component at one spell level higher than normal. This also provides a way to cast a spell while wearing armor without risking arcane spell failure.