Alternative Magic Rules: Learning Spells New Spells and Implements
Alternative Magic Rules: Learning Spells New Spells and Implements
Alternative Magic Rules: Learning Spells New Spells and Implements
Alternative Magic Rules Primal magic skill. Any time they cast that chosen
spell,
Learning Spells
Magic takes many forms and is difficult to master. New Spells and Implements
This alternative rule represents this by limiting a These alternative Magic Rules also introduce three
caster’s access to various types of Spells they can new spells; Divination, Enchantment, and Illusion.
cast to their overall Skill rank (Arcana, Divine, or Descriptions and effects tables for each can be
Primal). Using this rule, when a character first gains found on the following pages. There are also four
training in a Magic skill, they learn the Attack and new magical implements: Daggers, Rods, Tomes,
Utility spells, and their choice of one other spell. and Totems.
For each rank in Magic they gain, the character
gains an additional spell of their choice for a total of
seven spells known (including Attack and Utility) at
rank five.
For example, Alex’s character Cole has four
ranks in the Arcana skill. Cole knows the following
spells: Attack, Utility, Barrier, Curse, Enchantment,
and Illusion.
Prepared Spells
In some settings, Spellcasters are required to
prepare their spells. By preparing a spell, the caster
is able to reduce the overall difficulty of a spell at
the expense of some versatility.
To prepare a spell, the character must
concentrate for a half hour, either reading a
spellbook, praying to their deity, or communing
with spirits and the natural world. At the end of this
time, the character selects a number of spells to
prepare, adding one effect to the spell. When you
cast a spell and effect you have prepared, you may
choose to remove it from your prepared spell list to
reduce the difficulty by one to a minimum of one.
A character may prepare a number of spells
equal to their Arcana, Divine, or Primal skill plus
the relevant Characteristic. A character may prepare
the same spell and effects multiple times, each
granting them an additional use of that specific
combination. Maintaining the energy of a spell is
difficult, specifically those intended to harm a target
a character is limited in the number of attack spells
they may prepare. A character may only prepare a
number of Attack spells equal to half the total
number of spells they can prepare.
Signature Spells
Many spellcasters find themselves particularly
adept at casting a very specific spell. Using this
alternate rule, the player selects one spell and one
effect with a difficulty modifier of one when
Divination (which can be themself) and makes either a Divine
Concentration: No or Primal skill check. The default difficulty of the
Skills: Divine, Primal check is Average ( ). If the check is successful,
By communing with spirits of ancestors, the land, the target gains two to their next non-combat
nature, the dead, or a deity, Divine and Primal skill check made within one hour. A character may
spellcasters can cast spells to discover forgotten not be affected by more than one Divination spell at
lore, glimpse events yet to come, view people and the same time (so no stacking effects). Before
places far distant, or locate hidden objects. The making a Divination check, choose any number of
character selects one target they are engaged with additional effects listed on Table below.