All magic and cleric spells are similar in that the word sounds, when combined into whatever patterns are applicable, are charged with energy from the Positive or Negative Material Plane (see Planes). When uttered, these sounds cause the release of this energy, which in turn triggers a set reaction. The release of the energy contained in these words is what causes the spell to be forgotten or the writing to disappear from the surface upon which it is written.
The triggering action draws power from some plane of the multiverse. Whether the spell is an abjuration conjuration, alteration, enchantment, or whatever, there is a flow of energy—first from the spell caster, then from some plane to the area magicked or en-spelled by the caster. The energy flow is not from the caster per se, it is from the utterance of the sounds, each of which is charged with energy which is loosed when the proper formula and/or ritual is completed with their utterance. This power then taps the desired plane (whether or not the spell user has any idea of what or where it is) to cause the spell to function. It is much like plugging in a heater; the electrical outlet does not hold all of the electrical energy to cause the heater to function, but the wires leading from it, ultimately to the power station, bring the electricity to the desired location.
Release of word/sound-stored energy is not particularly debilitating to the spell caster, as he or she has gathered this energy over a course of time prior to the loosing of the power. It comes from outside the spell caster, not from his or her own vital essence. The power to activate even a first level spell would leave a spell caster weak and shaking if it were drawn from his or her personal energy, and a third level spell would most certainly totally drain the caster’s body of life!
Because spells tap power from other planes, any improper casting is likely to cause the spell not to function (the heater is turned on, but you haven’t plugged it in, or you’ve plugged it in but not turned it on) or to malfunction (you held onto the prongs of the plug when you tapped the current, or you accidentally dropped the heater as you were plugging it in, or perhaps you plugged in some other appliance or device by mistake). Such happenings are covered in the various chances for spell malfunction.
Somatic Components. Many spells also require somatic motions in conjunction with words. The spoken words trigger the release of the magical energy, and the hand movements are usually required in order to control and specify the direction, target, area, etc., of the spell effects.
Material Components. When spell energy is released, it usually flows to the Prime Material from the Positive or Negative Material Plane. To replace it, something must flow back in reverse. The dissolution and destruction of material components provides the energy that balances out this flow, through the principle of similarity. Sometimes this destruction is very slow, as is the case with druids‘ mistletoe. Those spells without apparent material components are actually utilizing the air exhaled by the magic-user in the utterance of the spell.
Material components for spells are assumed to be kept in little pockets, stored in the folds and small pockets of the spell caster’s garb. Of course, some materials are too bulky, and in these cases the materials must be accounted for carefully. Also, some materials are rare, and these must be found and acquired by the spell user.
Special cases which pertain to each class of spell-using character type will be noted before each set of spell explanations.
Most spells can be cast during the course of a single combat round, although some—particularly high level ones—require more time.
Casting a spell requires certain actions, and if these are interrupted, the spell cannot be cast and it is lost from memory. A good example of this is a magic-user about to cast a fireball spell being struck by an arrow when in the midst of the spell.
Magical silence or physical gagging will prevent verbal (“V”) spell completion. Magical immobility prevents any spell casting. Physical restraint, including grappling, grasping, binding, etc. prevents proper somatic (“S”) spell completion, for gestures must be exact and movements free and as prescribed. Despite these restrictions, there is no doubt that spells in general are potent offensive and defensive weapons, providing the caster does not hesitate, i.e. he or she must know which spell is being cast when the combat round begins.
As each spell is cast, it is crossed off the character’s list of spells memorized for that particular expedition. The same is true for any material components which are required for the spell cast; the component(s) must be ready and then crossed off as expended.
Use of scroll spells is similar to the casting of normal (memorized) spells. They too disappear when read off the scroll, for their magical properties and energies are bound up in the characters, runes, signs, sigils, and words written for the particular spell.
Being written, the scroll spell requires no somatic or material components.
The time required to cast (read) a scroll spell is exactly that shown for the memorized spell.
Of course, this assumes the scroll is in hand and ready to read.
In general, scroll spells will be 12th level as regards range and duration and area of effect. Notable variations occur in projectile attack spells (magic missile, fireball, and lightning bolt) which have variable strength.
All material components required for the various spells are used (destroyed) by completion of the spell in question with the notable exceptions of standard religious items, i.e. religious symbols and prayer beads or similar devices.
The reversal of some spells might well place the cleric in a questionable position with respect to alignment. The use of spells which promote weal must be shunned by evil clerics in many cases. Likewise, spells which are baneful may be used only at peril by clerics of good alignment. Incautious use of spells will change the cleric’s alignment, if such usage continues unchecked, and it is up to the player to guard his or her character’s alignment with care. In any event, the cleric must decide which application of a reversible spell will be used prior to learning it, i.e. it is not possible to have one spell both ways. In like manner, the mere request for a spell (or its opposite) through prayer will not guarantee that the spell will be given to the cleric. As the spell level becomes higher, confidence will decrease that the deity will concur.
The religious symbol of druids is mistletoe. Of lesser importance is holly. Some magical power resides in oak leaves. All of the druidic spells with a material component assume the use of mistletoe, as gathered by the druid character in the manner described hereafter.
Lesser mistletoe, as well as holly and oak leaves, will reduce spell effectiveness as follows:
Greater Mistletoe. This is the default requirement for druidical spells; This is mistletoe which is properly harvested by the druid and must be gathered by the druid as follows: On Midsummer’s Eve, the druid must locate his mistletoe, cut it with a gold or silver sickle and catch it in a bowl before it touches the ground.
Lesser Mistletoe. This is mistletoe that is not harvested on the eve of midsummer, or that which the druid takes in a way which is not prescribed (such as picking by hand).
Borrowed Mistletoe. This is any mistletoe which is not personally harvested by the druid.
Holly and Oak Leaves. These must be gathered by the druid, but these may be picked or gathered in any manner.
Magic-users employ a greater variety of material components than do other character classes employing spells, i.e. clerics and druids. Some of the required components will be difficult to find and/or expensive, but alternative spells can always be chosen.
The relatively short casting time for those spells with a material component assumes that the magic-user has decided upon which spell he or she will employ, and the material or materials needed are at hand in the numerous pockets and folds of the magic-user’s garb. If this is not the case, there will be a delay commensurate to the situation. The DM may rule that the actual time will be equal to the game time in such situations. e.g. If it takes 6 seconds to decide on which spell to cast, 1 segment of the round is gone. Searching through a pack to locate some component is as good as wasting 5 segments of the combat round (i.e. 30 seconds).
Substitute materials might be allowed. This is up to the Dungeon Master. It should be noted that such substitution could affect spell range, duration, area of effect, effect, etc.
In general, reversible or multiple application spells require the magic-user to determine which form he or she is memorizing prior to the adventure.
There are fewer illusionist spells than there are magic-user spells, and there is some duplication; at seventh level the list includes all first level magic-user spells, several of which are taken as if they were but one spell of seventh level.
The illusions of this class grow progressively more powerful as levels increase; the phantasms take on some actual substance, and even other sorts of spells used by illusionists are potent (cf. phantasmal killer, shades, and prismatic spray).
There are some illusionist spells which have no verbal (V) component. Also, these spells typically need fewer material components than do those of other classes. A notable exception is the vision spell which needs great material outlay.