Spell Casting & Memorization
How Magic operates according to Chapter 7 of the Player's Handbook, with
Thardferr relavent notes
Wizard spells range from spells of simple utility to great and powerful magics.
The
wizard spell group has no single theme or purpose. The vast majority of wizard
spells were created by ancient wizards for many different purposes. Some are to
serve the common man in his everyday needs. Others provide adventurers with the
might and firepower they need to survive. Some are relatively simple and safe
to use (as safe as magic can be); others are complicated, filled with hazards
and snares for the rash and unwary. Perhaps the greatest of all wizard spells
is the
powerful and tricky
wish
. It represents the epitome of spell-casting--causing things to happen simply
because the wizard desires it to be so. But it is a long and difficult task to
attain the mastery needed to learn this spell.
How does this relate to Thardferr? In our land, wizards (spellbinders,
spellweavers, spellslingers, etc.) are feared. At the end of the Second Mage
War, the Empress Anita Brand issued an Edict of the Emperor declaring the
public use of magic to be illegal. The Imperial Mages were formed as an effort
to preserve the magical arts and traditions. But, even with the umbrella of
Imperial authority, magic users are still feared and persecuted. Those spells
which were created to "serve the common man in his everyday needs" are shunned
by the common man. Those spells which would otherwise be considered "simple and
safe to use" may well incite peasants to riot, and bring danger from those who
witness the spellcaster.
Although some characters can use spells, the workings of magic are dimly
understood at best. There are many theories about where the power comes from.
The most commonly accepted idea is that the mysterious combination of words,
gestures, and materials that make up a spell somehow taps an extradimensional
source of energy that in turn causes the desired effect. Somehow the components
of the spells--those words, gestures and materials--route this energy to a
specific and desired result. Fortunately, how this happens is not very
important to the majority of wizards. It is enough to know that “when you do
this, that happens.”
I have not discussed this issue with the DM's of Thardferr as of this writing,
so I am currently unaware of what the basis of Magic in Thardferr is. I have
presented the
Theory
of magic as taught by the Imperial Mages Academy, and there are DMs in
approval of this theory.
Casting a wizard spell is a very complicated ordeal. The process of learning
the correct procedure to cast a spell is difficult and taxing to the mind.
Thus, a wizard must check to see if he learns each new spell (according to his
Intelligence--see PHB Table 4). Furthermore, there is a limit to just how much
of this strangeness--illogical mathematics, alchemical chemistry, structuralist
linguistics--a wizard's mind can comprehend, and so he must live with a limit
to the number of spells he can know.
The DMG lists an optional rule, stating that a magic user may
learn spells above and beyond the limit set by his intelligence, on the
condition that all spells beyond that number are new spells that have been
specifically researched by the character. I recommend against this optional
rule, as it makes the wizard class too powerful for the low magic environment of
Thardferr.
As
the wizard learns spells, he records their arcane notes into his spell books.
Without spell books, a wizard cannot memorize new spells. Within them are all
his instructions for memorizing and casting all the spells he knows. As the
wizard successfully learns a new spell, he carefully enters its formula into his
spell books. A wizard can never have a spell in his books that he does not know,
because if he doesn't understand it, he cannot write the formula. Likewise, he
cannot enter a spell into his books that is higher in level than he can cast. If
he finds an ancient tome with spells of higher power, he must simply wait until
he advances to a level at which he can use them.
In the magic poor setting that is Thardferr, these rules should
be strictly followed.
The
exact shape and size of a character's spellbooks is a detail your DM will
provide. They may be thick tomes of carefully inked parchment, crackling scrolls
in bulky cases, or even weighty clay tablets. They are almost never convenient
to carry around. Their exact form depends on the type and setting of the
campaign world your DM has created.
Some details of the spellbook have been included in the section
on
Goods & Services
.
Ultimately,
it is the memorization that is important. To draw on magical energy, the wizard
must shape specific mental patterns in his mind. He uses his spell books to
force his mind through mental exercises, preparing it to hold the final, twisted
patterns. These patterns are very complicated and alien to normal thought, so
they don't register in the mind as normal learning. To shape these patterns, the
wizard must spend time memorizing the spell, twisting his thoughts and recasting
the energy patterns each time to account for subtle changes--planetary motions,
seasons, time of day, and more.
Once
a wizard memorizes a spell, it remains in his memory (as potential energy) until
he uses the prescribed components to trigger the release of the energy patterns.
The mental patterns apparently release the energy while the components shape and
guide it. Upon casting, the energy of the spell is spent, wiped clean from the
wizard's mind. The mental patterns are lost until the wizard studies and
memorizes that spell again.
The
number of spells a wizard can memorize is given by his level (see Table 21 of
the PHB); he can memorize the same spell more than once, but each memorization
counts as one spell toward his daily memorization limit. Part of a wizard's
intelligence can be seen in the careful selection of spells he has
memorized.
Memorization
is not a thing that happens immediately. The wizard must have a clear head
gained from a restful night's sleep and then has to spend time studying his
spell books. The amount of study time needed is 10 minutes per level of the
spell being memorized. Thus, a 9th-level spell (the most powerful) would require
90 minutes of careful study. Clearly, high-level spellcasters do not lightly
change their memorized spells.
This rule should be
strictly
enforced. A spellcaster
cannot memorize spells just anywhere. The basic requirement is a clear head from
a good night's sleep, the character must be feeling fresh and well rested. The
DM must decide if a character is rested well enough to regain spells, but about
eight hours spent in reasonable comfort is the minimum. Sleeping in the saddle,
or attempting to rest in inhospitable environments will not be enough.
The spellcaster must also have the proper concentration for his
studies. His mind must be free from overt distractions such as combat raging
nearby, or inclement weather, or fatigue. Light to read by is also a
requirement.
If the character does not require sleep, such as through the
influence of a magical item or other special circumstance, the character must
still spend eight hours in restful calm to memorize his spells.
If a character is disturbed while studying to memorize a spell,
such as by combat, injury, loud noise, or other distraction, the spellcaster
must begin work on the spell again, and any time already spent is lost.
A further option, which works well in the magic poor environment
of Thardferr, relates to the strenuous mental effort required to memorize a
spell. A spellcaster can spend a maximum of eight hours a day studying spells.
After that much effort, the character can no longer concentrate sufficiently to
regain spells, though he suffers no other disadvantages.
Spells
remain memorized until they are cast or wiped from the character's mind by a
spell or magical item. A wizard cannot choose to forget a memorized spell to
replace it with another one. He can, however, cast a spell just to cleanse his
mind for another spell. (The DM must make sure that the wizard does not get
experience for this.)