# THE SPELL SYSTEM
## VANCIAN MAGIC
The magic system in Vearth RPG follows the traditional "Vancian" approach from Advanced Dungeons & Dragons, where spellcasters must memorize spells in advance through study of spellbooks or prayer.
### MEMORIZATION PROCESS
For spellcasters who prepare spells (Wizards, Clerics, etc.), the memorization process works as follows:
1. **Rest Requirement**: The caster must have a clear head gained from a restful night's sleep (minimum 8 hours for full spell recovery).
2. **Study Time**: After resting, the caster must spend time studying spellbooks (Wizards) or in prayer (Clerics). The time required is 10 minutes per level of the spell being memorized.
3. **Memory Limit**: Casters can only memorize a specific number of spells per day based on their level and relevant ability scores (Intelligence for Wizards, Wisdom for Clerics).
4. **Casting and Forgetting**: Once a spell is cast, it is wiped from the caster's memory until re-memorized. A wizard cannot choose to forget a memorized spell without casting it.
### SPELL COMPONENTS
Most spells require three types of components to cast successfully:
1. **Verbal Components (V)**: Specific mystical words or phrases that must be spoken clearly and in the correct tone. Silencing a caster prevents spells with verbal components.
2. **Somatic Components (S)**: Precise hand and body gestures required to shape magical energy. Restraining a caster prevents spells with somatic components.
3. **Material Components (M)**: Physical substances consumed or manipulated during casting. These range from common items (like a pinch of sand for Sleep) to rare materials (diamond dust worth 5,000 gp for True Resurrection).
Casters must have access to all required components to cast a spell successfully. Some material components are consumed in the casting, while others are not.
## SPELL SCHOOLS
Magic in Vearth is divided into eight traditional schools, each representing a different approach to manipulating magical energy:
### ABJURATION
- **Focus**: Protection, warding, banishment
- **Example Spells**: Shield, Protection from Evil, Dispel Magic, Anti-Magic Shell
- **Specialist**: Abjurer, master of defensive magic
### ALTERATION/TRANSMUTATION
- **Focus**: Changing physical forms and properties
- **Example Spells**: Polymorph, Haste, Stone to Flesh, Time Stop
- **Specialist**: Transmuter, master of transformation
### CONJURATION/SUMMONING
- **Focus**: Bringing creatures or objects from elsewhere
- **Example Spells**: Monster Summoning, Find Familiar, Teleport, Gate
- **Specialist**: Conjurer, master of summoning
### DIVINATION
- **Focus**: Information gathering and foresight
- **Example Spells**: Identify, Detect Magic, Clairvoyance, True Seeing
- **Specialist**: Diviner, master of knowledge (gives up only one opposition school)
### ENCHANTMENT/CHARM
- **Focus**: Influencing minds and enhancing objects
- **Example Spells**: Sleep, Charm Person, Hold Monster, Mass Charm
- **Specialist**: Enchanter, master of mental manipulation
### ILLUSION/PHANTASM
- **Focus**: Creating false sensory impressions
- **Example Spells**: Color Spray, Invisibility, Phantasmal Killer, Weird
- **Specialist**: Illusionist, master of deception
### INVOCATION/EVOCATION
- **Focus**: Manipulating energy and forces
- **Example Spells**: Magic Missile, Fireball, Lightning Bolt, Meteor Swarm
- **Specialist**: Evoker, master of destructive energy
### NECROMANCY
- **Focus**: Manipulating life force and the dead
- **Example Spells**: Chill Touch, Animate Dead, Enervation, Energy Drain
- **Specialist**: Necromancer, master of death magic
## SPECIALIST WIZARDS
Wizards may choose to specialize in one school of magic, gaining the following benefits:
- One additional spell slot per spell level for their chosen school
- +15% chance to learn spells from their chosen school
- -15% chance to learn spells from opposition schools
However, specialists must give up access to certain opposition schools:
- Abjurers cannot learn Alteration or Illusion
- Conjurers cannot learn Divination or Invocation
- Diviners cannot learn Conjuration (only gives up one school)
- Enchanters cannot learn Invocation or Necromancy
- Illusionists cannot learn Abjuration or Necromancy
- Invokers cannot learn Conjuration or Enchantment
- Necromancers cannot learn Enchantment or Illusion
- Transmuters cannot learn Abjuration or Necromancy
## DIVINE VS. ARCANE MAGIC
### ARCANE MAGIC
- **Practitioners**: Wizards, Magic-Users, Illusionists
- **Source**: Universal cosmic energy manipulated through study and formulas
- **Limitations**: Armor interferes with somatic components
- **Focuses**: Spellbooks, wands, staves, and other implements
### DIVINE MAGIC
- **Practitioners**: Clerics, Druids, Rangers, Paladins
- **Source**: Power granted by deities, nature spirits, or cosmic forces
- **Limitations**: Must remain faithful to source of power
- **Focuses**: Holy symbols, mistletoe, prayer, and meditation
## SPECIAL VEARTH ADDITIONS
### WHITE STAR MAGIC
- Follows traditional Vancian rules but uses Spiritual Points (SP) instead of forgetting spells
- Focuses on cosmic harmony and creation
- Cast through techniques rather than traditional spells
- Cannot be used with metal armor or edged weapons
- Requires black Celestial Clydesdale companion at higher levels
### BLACK STAR MAGIC
- Follows traditional Vancian rules but uses Shadow Points (ShP) instead of forgetting spells
- Focuses on knowledge acquisition and personal enhancement
- Cast through techniques rather than traditional spells
- Can be used with light and medium armor
- Requires white Void Tiger companion at higher levels
## SPELL BOOKS
Every wizard must maintain a spell book containing their known spells. These books have the following characteristics:
- A standard spell book contains 100 pages
- Each spell requires 1 page per spell level (a 3rd-level spell requires 3 pages)
- Books can be damaged by fire, water, and other hazards
- Wizards should maintain backup copies of important spells
- A traveling spell book typically contains 50 pages and most frequently used spells
Clerics and other divine casters do not require spell books but may need prayer books or other religious texts for guidance.
## SPELL LIMITS BY CLASS AND LEVEL
Each spellcasting class has a table indicating the number of spells they can memorize per day at each level. Refer to the specific class descriptions for detailed information.
Characters with exceptional ability scores (Intelligence for Wizards, Wisdom for Clerics) may receive bonus spells at various levels.
## SPELL ACQUISITION
### WIZARDS
- Begin play knowing Read Magic plus 1d4 1st-level spells
- Must find or research new spells to add to their books
- Chance to learn new spells based on Intelligence
- Can copy spells from scrolls or other spell books
- May research original spells at higher levels
### CLERICS AND DRUIDS
- Have access to all spells of their level
- Must pray for specific spells to prepare them
- May be restricted based on deity or alignment
### WHITE STAR SORCERERS
- Begin knowing all Level 1 Basic Techniques
- Learn new techniques through meditation, communion with mount companions, or training
- Techniques cost varying amounts of Spiritual Points (SP)
### BLACK STAR SORCERERS
- Begin knowing all Level 1 Basic Techniques
- Learn new techniques through study, experimentation, or communion with mount companions
- Techniques cost varying amounts of Shadow Points (ShP)