The casting of spells, clerical and magical, is a very important aspect of play. Most spells have a verbal component, and so must be uttered. Most spells also have a somatic (movement of the caster’s body, such as gesturing) component. Some spells have a third component, that of material (an item or substance required).
Each character able to cast spells can remember only a certain number at any given level. (This number can be modified by magical means.) Once a spell is cast, that particular spell is wiped from the mind, forgotten, but another spell of the same type can still be remembered, i.e. the spell caster can have several of the some spell memorized and prepared for, within the number limits for his or her particular class and level.
Clerical spells, including the druidic, are bestowed by the gods, so that the cleric need but pray for a few hours and the desired verbal and somatic spell components will be placed properly in his or her mind. First, second, third, and even fourth level spells are granted to the cleric through meditation and devout prayer. This spell giving is accomplished by the lesser servants of the cleric’s deity. Fifth, sixth, and seventh level spells can be given to the cleric ONLY by the cleric’s deity directly, not through some intermediary source. Note that the cleric might well be judged by his or her deity at such time, as the cleric must supplicate the deity for the granting of these spells. While the deity may grant such spells full willingly, a deed, or sacrifice, atonement or abasement may be required. The deity might also ignore a specific spell request and give the cleric some other spell (or none at all). The Dungeon Master will handle this considering a cleric’s alignment and faithfulness to it and his or her deity. Note that some cleric spells (and all druid spells) also require material ingredients in order for the desired effect to take place. Such components must be supplied by the cleric (or druid), as material is not bestowed.
Magical spells, those of the magic-user and illusionist, are not bestowed by any supernatural force. Rather, the magic-user (or illusionist) must memorize each spell, verbal and somatic components, and supply himself or herself with any required materials as well. Such memorization requires the character to consult his or her spell books in order to impress the potent, mystical spell formulae upon the mind. Additional items for the material component must then be acquired, if necessary.
Spells of any sort must therefore be selected prior to setting out on an adventure, for memorization requires considerable time.
As a rule of thumb, the DM should allow 15 minutes of game time to be spent in study/prayer and meditation in order to memorize/acquire the ability to cast one spell level, i.e. One 1st level spell requires 15 minutes or one 2nd level spell requires 30 minutes. Such activity requires a mind rested by a good sleep and nourished by the body.
Once cast, a spell is totally forgotten. Gone. The mystical symbols impressed upon the brain carry power, and speaking the spell discharges this power, draining all memory of the spell used. This does not preclude multiple memorization of the same spell, but it does preclude multiple use of a single spell memorized but once. When a spell caster shoots his or her spell-bolt, so to speak, it is gone.
Spell recovery, whether cleric/druid or magic-user/illusionist, requires about the same period of time. In order to pray and meditate for a new spell to replace one used, or in order to study and memorize such a spell, it is necessary that the spell-user rest and revitalize his or her mental faculties. Whether one or more spells are to be regained, the minimum time required for complete rest (usually sleep) is that required for the highest spell to be recovered. Minimum rest periods are shown below:
Spell Level 1-2
Spell Level 3-4
Spell Level 5-6
Spell Level 7-8
Spell Level 9
4 hours
6 hours
8 hours
10 hours
12 hours
Thus, if a cleric or magic-user needs only memorize first or second level spells, he or she need only sleep for 4 hours and will then be able to memorize or regain as many such spells as he or she is normally entitled to. On the other hand, if the character in question also wished to include a seventh level spell, rest time would be 10 full hours, even though but a single seventh level spell were to be thus regained, while half a dozen second level spells were also to be regained.
Clerics, unlike magic-users, have their spells bestowed upon them by their respective deities.
By meditation and prayer the clerics receive the specially empowered words which form the various spells possible for them—although as with the spells of magic-users, the utterance of any given set of key sounds not only causes the desired spell to take effect, but it likewise wipes the memory of the sounds from the mind of the utterer, as each set of sounds is an energy trigger. Of utmost importance, then, is the relationship between cleric and deity.
Each cleric must have his or her own deity, so when a new player opts to become a cleric (including a druid), you must inform them as to which deities exist in your campaign milieu and allow the individual to select which one of them he or she will serve. This will not necessarily establish the alignment of the cleric, so at the same time the cleric player character should also state his or her ethos (not necessarily to the other players).
It is then assumed that prior to becoming a first level cleric, the player character received a course of instruction, served a novitiate, and has thoroughly read and committed to memory the teachings of and prayers to his or her chosen deity, so that the character is dedicated to this deity and is able to perform as a cleric thereof. It is this background which enables the cleric character to use first level spells.
Furthermore, continued service and activity on behalf of the player character’s deity empower him or her to use second level spells as well, but thereafter another agency must be called upon.
Cleric spells of third, fourth, and fifth level are obtained through the aid of supernatural servants of the cleric’s deity. That is, through meditation and prayer, the cleric’s needs are understood and the proper spells are given to him or her by the minions of the deity.
Cleric spells of sixth and seventh level are granted by direct communication from the deity itself. There is no intermediary in this case, and the cleric has a direct channel to the deity, from whom he or she receives the special power to cast the given spells of these levels.
Lesser clerics, then, draw only upon their education, training, and experience to gain spells, just as higher clerics do when they renew their first and second level spells. In order to gain third, fourth, and fifth level spells, however, higher clerics must reach intermediaries of their respective deities in order to have these powers bestowed upon them from the plane of their deity.
When clerics become very great, they must petition their deity personally in order to receive the powerful words which enable the casting of sixth and seventh level cleric spells.
It is obvious, therefore, that clerics wishing to use third or higher level spells must be in good standing. If they have not been faithful to their teachings, followed the aims of their deity, contributed freely to the cause and otherwise acted according to the tenets of their faith, it becomes unlikely that they will receive intermediary aid unless they make proper atonement and sacrifice.
There can be no question that such clerics must be absolutely exemplary in their activities, expressions, and attitudes if they dare to contact their deity directly!
Atonement. In the former case, where the unfaithful cleric desires third through fifth level spells, the minions (angels, demi-gods, or whatever) will be likely to require the cleric to spend 2-8 days in prayer, fasting, and contemplation of his or her transgressions, making whatever sacrifices and atonement are necessary thereafter, before freely granting those powers once again. Sacrifice and atonement will probably be left to the discretion of the cleric, and it is possible that the minions of the deity will empower him or her with spells to complete these steps, but the cleric had better do the correct thing, or face the consequences.
In the latter case, where the unfaithful cleric desires spells above the fifth level, the deity is certainly going to be highly displeased and absolute. The deity (refereed by the DM) will point out all of the transgressions, state a course of action which must be followed to regain good graces, grant the spells which the deity deems are necessary to complete the course (but never in excess of those which the cleric could normally use!), and pronounce anathema upon the cleric until satisfactory redemption has been made—i.e., the cleric cannot again call upon any help from his or her deity, or its minions, until he or she has regained favor through a course prescribed by the deity.
Changing Faith. A cleric who, at this or any juncture, changes deities is going to have a difficult time. His or her former deity will mark the cleric. The new deity (and associated minions) will be suspicious. Once a cleric changes deities, he or she must thereafter be absolutely true to the new calling, or he or she will be snuffed out by some godlike means. It is 90% unlikely that the cleric’s first deity will accept him or her back into the fold after falling away, unless some special redemptive agency is involved.
There is no salvation for a thrice-changed cleric; he or she is instantly killed. Any change of alignment which causes such a deity change is applicable, unless the change is involuntary. Note that the above applies to paladins with respect to their clerical spell powers and to rangers with respect to their druidic clerical spell powers.
Naturally, magic-user player characters will do their utmost to acquire books of spells and scrolls in order to complete their own spell books.
To those acquired, the magic-user will add 1 (and ONLY 1) spell when he or she actually gains an experience level (q.v.). Therefore, most will be frantically attempting to purchase or cozen spells from non-player character magic-users, or even from other player character magic-users.
How the DM handles NPC magic-users is of utmost importance. There is a special section of the rules regarding non-player characters, and the suggestions therein should be followed carefully. By doing so, players will find that their magic-user characters are unable to acquire new spells - at worst - or must pay so dearly for them in money, magic items, and quests, that the game is hardly worth the candle (i.e. “not worth the expense of lighting a candle to play the game”). Of course, the magic-user will pay the price nonetheless, and that will help manage any excess treasure and give such characters a reason to adventure at the same time.
Superior players will certainly co-operate; thus, spells will, in all probability, be exchanged between PC magic-users to some extent. No special sanctions should be taken to prevent such exchange. The DM should leave this interaction strictly alone.
This is not the case when PCs deal with NPC henchmen or hirelings. Non-player character hirelings or henchmen will absolutely refuse to co-operate freely with player characters, even their own masters or mistresses. Again, this matter is dealt with separately under the section pertaining to the DMs role in operating henchmen and hirelings (see Non-Player Characters). As a general rule, they will require value plus a bonus when dealing with their liege. If they will deal with other PCs (or NPCs) at all, they will require double value plus a considerable bonus.
For example, Thigru Thorkisen, Magician in the hire of Olaf Blue Cheeks, a 10th level Lord, knows the spell, suggestion; and Olaf’s associate, Halfdan the Necromancer, requests that he be allowed to copy this spell into his book of third level spells. If Olaf is willing, Halfdan may approach Thigru. If Halfdan has been at least civil to the magician, Thigru will ask nothing more than a third level spell in return, plus another spell, plus some minor magic item such as a set of three potions, a scroll of three spells, or perhaps a ring of invisibility. If Halfdan had formerly insulted the magician, then the price would be more dear; but supposing the necromancer had actually saved Thigru’s life at one time, the cost would be reduced to but a spell exchange and a single potion or scroll of one spell.
Naturally, the personality of the henchman or hireling would modify the bargain to some extent. A very avaricious or greedy NPC would ask for more magic items and/or gold too! The DM will have developed the character of each henchman and hireling to the extent that such determinations will be relatively easy.
Finally, the ramifications of spell scarcity are bound to aid the campaign, and not only with regard to excess treasure and magic items. A scroll of but a single spell becomes highly meaningful to the magic-users in the game, especially when it is of a spell heretofore unknown. The acquisition of a book of spells from someplace in the dungeons or wildernesses of the campaign is a benison beyond price! PC and NPC alike will take great pains to guard scrolls and spell books. Magic-users will haunt dusty libraries and peruse musty tomes in the hopes of gleaning but a single incantation to add to their store of magic.
See Non-Player Characters, Hiring Non-Player Characters to cast spells or use devices.