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The
Blight: Resources
Arcane
Spells
PREPARING ARCANE SPELLS
A wizard's level limits the number of spells she can prepare and
cast. A wizard's high Intelligence score might allow her to prepare
a few extra spells. She can prepare the same spell more than once,
but each preparation counts as one spell toward her daily limit.
Preparing arcane spells is an arduous mental task. To do so, the
wizard must have an Intelligence score of at least 10 plus the
spell's level.
Rest
To prepare her daily spells, a wizard must have a clear mind.
To clear her mind, the wizard must first sleep for 8 hours. The
character does not have to slumber for every minute of the time,
but she must refrain from movement, combat, spellcasting, skill
use, conversation, or any other fairly demanding physical or mental
task during the rest period. If the wizard's rest is interrupted,
each interruption adds 1 hour to the total amount of time she
has to rest in order to clear her mind, and the wizard must have
at least 1 hour of rest immediately prior to preparing her spells.
If the character does not need to sleep for some reason, she 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 her resources
reduces her capacity to prepare new spells. When she prepares
spells for the coming day, all spells she has cast within the
last 8 hours count against her daily limit.
Preparation Environment
To prepare any spell, the 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 overt distractions,
such as combat raging nearby or other loud noises. Exposure to
inclement weather prevents the necessary concentration, as does
any injury or failed saving throw the character might suffer while
studying. Wizards also must have access to their spellbooks to
study from and sufficient light to read them by.
One major exception
A wizard can prepare a read magic spell even without a spellbook.
A great portion of a wizard's initial training goes into mastering
this minor but vital feat of magic.
Spell Preparation Time
After resting, a wizard must study her spellbook to prepare any
spells that day. If the character wants to prepare all her spells,
the process takes 1 hour. Preparing some smaller portion of her
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 she prepares spells from her spellbook, the only spells
a wizard has available to cast are the ones that she already had
prepared from the previous day and has not yet used. During the
study period, a wizard chooses which spells to prepare. The act
of preparing a spell is actually the first step in casting it.
A spell is designed in such a way that it has an interruption
point near its end. This allows a wizard to cast most of the spell
ahead of time and finish the spell when it's needed, even if the
character is under considerable pressure. The wizard's spellbook
serves as a guide to the mental exercises the wizard must perform
to create the spell's effect. If a wizard already has spells prepared
(from the previous day) that she has not cast, she can abandon
some or all of them to make room for new spells.
When preparing spells for the day, the wizard can leave some spell
slots open. Later during that day, the wizard can repeat the preparation
process as often as she likes, time and circumstances permitting.
During these extra sessions of preparation, a wizard can fill
these unused spell slots. She cannot, however, abandon a previously
prepared spell to replace it with another one or fill a slot that
is empty because she 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 her spells.
Prepared Spell Retention
Once a wizard prepares a spell, it remains in her mind as a nearly
cast spell until she uses the prescribed components to complete
and trigger it (or until she abandons it). Upon casting, the spell's
energy is expended and purged from the character, leaving her
feeling a little tired. 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 the character dies, all spells stored in her mind are wiped
away.
ARCANE MAGICAL WRITINGS
To decipher an arcane magical writing (such as a single spell
in written form in another's spellbook or on a scroll), a character
must make a successful Spellcraft check (DC 20 + the spell's level).
If the skill check fails, the character cannot attempt to read
that particular spell until the next day. A read magic spell automatically
deciphers a 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 magical writing, she does
not need to decipher it again. Deciphering a 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
was a scroll and the reader can cast arcane spells, she can attempt
to use the scroll.
WIZARD SPELLS AND BORROWED
SPELLBOOKS
A wizard can use a borrowed spellbook to prepare a spell she already
knows and has recorded in her own spellbook, but preparation success
is not assured. First, the wizard must decipher the writing in
the book (see Arcane Magical Writings, above). Once a spell from
another spellcaster's book is deciphered, the reader must make
a successful Spellcraft check (DC 15 + spell's level) to prepare
the spell. If the check succeeds, the wizard can prepare the spell.
She must repeat the check to prepare the spell again, no matter
how many times she has prepared the spell before. If the check
fails, she cannot try to prepare the spell from the same source
again until the next day. (However, as explained above, she does
not need to repeat a check to decipher the writing.)
ADDING SPELLS TO A WIZARD'S
SPELLBOOK
Wizards can add new spells to their spellbooks through several
methods. If a wizard has chosen to specialize in a school of magic,
she can learn spells only from schools she can cast.
Spells Copied from Another's Spellbook or a Scroll
A wizard can also add spells to her book whenever she encounters
a new spell on a magic scroll or in another wizard's spellbook.
No matter what the spell's source, the character must first decipher
the magical writing (see Arcane Magical Writings, above). Next,
the wizard must spend a day studying the spell. At the end of
the day, the character must make a Spellcraft check (DC 15 + spell's
level). A wizard who has specialized in a school of spells gains
a +2 bonus to the check if the new spell is from her specialty
school. She cannot, however, learn any spells from her prohibited
schools.
If the check succeeds, the wizard understands the spell and can
copy it into her spellbook (see Writing a New Spell into a Spellbook,
below). The process leaves a spellbook that was copied from unharmed,
but a spell successfully copied from a magic scroll disappears
from the scroll.
If the check fails, the wizard cannot understand the spell and
cannot attempt to learn it again even if she studies it from another
source until she gains another rank in Spellcraft. If the check
fails, the character cannot copy the spell from another's spellbook,
and the spell does not vanish from the scroll.
Independent Research
A wizard also can research a spell independently, duplicating
an existing spell or creating an entirely new one.
WRITING A NEW SPELL INTO
A SPELLBOOK
Once a wizard understands a new spell, she can record it into
her spellbook.
Time
The process requires 1 day plus 1 additional day per spell
level. Zero-level spells require 1 day.
Space in the Spellbook
A spell takes up 2 pages of the spellbook per spell level (so
a 2nd-level spell takes 4 pages, a 5th-level spell takes 10 pages,
and so forth). A 0-level spell (cantrip) takes but a single page.
A spellbook has 100 pages.
Materials and Costs
Materials for writing the spell (special quills, inks, and other
supplies) cost 100 gp per page.
Note that a wizard does not have to pay these costs in time or
gold for the spells she gains for free at each new level. The
wizard adds these to her spellbook as part of her ongoing research.
REPLACING AND COPYING
SPELLBOOKS
A wizard can use the procedure for learning a spell to reconstruct
a lost spellbook. If she already has a particular spell prepared,
she can write it directly into a new book at a cost of 100 gp
per page (as noted in Writing a New Spell into a Spellbook). The
process wipes the prepared spell from her mind, just as casting
it would. If she does not have the spell prepared, she can prepare
it from a borrowed spellbook and then write it into a new book.
Duplicating an existing spellbook uses the same procedure as replacing
it, except that the task is much easier. The time requirement
and cost per page are halved.
Daily Readying of Spells
Each day, these characters must focus their minds on the task
of casting their spells. The character needs 8 hours of rest (just
like a wizard), after which he spends 15 minutes concentrating.
A bard must sing or play an instrument of some kind while concentrating.
During this period, the character readies his mind to cast his
daily allotment of spells. Without such a period to refresh himself,
the character does not regain the spell slots he used up the day
before.
Recent Casting Limit
As with wizards, any spells cast within the last 8 hours count
against the character's daily limit.
Adding Spells to a Sorcerer's or Bard's Repertoire
Most spellcasters that do not prepare spells like wizards gain
new spells each time they attain new experience levels and never
gain spells any other way.
Benefit
The character gets a +4 bonus to Concentration checks made to
cast a spell while on the defensive.
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