Learning Spells

Characters know very few spells when they first select the Magecraft and Spellcasting feats. Channelers pick up new spells fairly rapidly gaining two spells with each new channeler level, and all characters learn a new spell each time they gain the Spellcasting feat. Characters may also learn new spells with the Spell Knowledge feat or via one of the special methods described under “Learning Additional Spells,” below.

When learning new spells, a channeling spellcaster must meet two requirements: level and school. These are described in more detail below.

Spell Level

A channeling spellcaster cannot learn a spell until his character level is twice the spell’s level. Therefore, a character must be at least 2nd level to cast 1st-level spells, 4th level to cast 2nd-level spells, and so on. Another way of stating it is that characters may learn spells of a level equal to or less than half their character level.

Note that channelers gain a special benefit that allows them to learn higher-level spells earlier than non-channelers. A character with more channeler levels than levels in other classes adds +1 to his character level for the purpose of determining what level spells he may learn.

For example, a fighter 1 character with the Magecraft and Spellcasting feats would be able to cast only 0-level spells (level 1, divided by 2 = .5, rounded down = 0). When the same character reaches 2nd-level, he becomes able to cast 1st-level spells (level 2, divided by 2 = 1). That character would be unable to cast 2nd-level spells until 4th level (level 4, divided by 2 = 2).

Meanwhile, a channeler 1 character with the Magecraft and Spellcasting feats would be able to cast 1st-level spells (level 1 + 1 = 2, divided by 2 = 1), a channeler 3 or fighter 1/channeler 2 would be able to cast 2nd-level spells (level 3 + 1 = 4, divided by 2 = 2), and so on.

Note: The rules for the maximum level of spell that may be learned do not apply to the 1st-level spell learned when taking the Magecraft feat, thus allowing a a non-Channeler to be able to cast the 1st-level spell gained when taking this feat.

Spell School

A channeling spellcaster also cannot learn a spell until he has gained the Spellcasting feat for that spell’s school.

Available Spells

A channeling spellcaster can learn any spell from any source the DM allows, so long as that spell is not restricted to the paladin or cleric spell lists. For example, a character with the Spellcasting (Enchantment) feat could learn and cast charm person (an arcane spell) and calm animals (a divine spell, at least in the core rules). Regardless of the original type of spell, any spell learned and cast by a channeling spellcaster becomes a channeled spell when used in MIDNIGHT (rather than a divine spell, for instance).

Characters learn spells at their listed socerer/wizard level, if applicable. If a spell is not on the sorcerer/wizard lists, characters learn them at their lowest level on any other list, with the exception of the paladin and cleric lists.

Learning Additional Spells

Aside from the normal process through which a channeling spellcaster learns spells, each tradition gives its followers another, unique way of gaining new spells. Each has its pros and cons, and each requires a large amount of time and energy. In any case, a channeling spellcaster can never learn more spells while he is at a given character level than his spellcasting ability score modifier.

For instance, Illeana is a 5th level charismatic channeler with a Charisma of 16 (+3 modifier). While she is 5th level, she can learn up to three new spells (beyond those granted by Channeler levels and feats) of any level she can cast. Once she learns her 3rd spell, however, she would need to wait until reaching 6th level to learn any additional spells.

The Charismatic Tradition: Experimentation

Charismatic casters love to play with the energy that is within and around them, leading to frequent experimentation with new spells. This can take the form of anything from random and haphazard combinations of verbal and somatic components in hopes of finding something worthwhile to subtle but methodical variations of the components of one spell until it creates a similar but different effect.

This method of learning spells is quite difficult and has a greater personal cost than either of the other methods. Learning an additional spell via experimentation requires the expenditure of two days (eight full hours of experimentation per day) and 500vp worth of materials per spell level (one day and 250vp for 0-level spells). Alternatively, a charismatic caster may simply experiment while traveling, at meals, during down-time, etc. When experimenting in this manner, the charismatic caster may make the Spellcraft check to learn a new spell after one week of normal activity, even adventuring, per spell level.

Regardless of which method the charismatic caster chooses, all Spellcraft checks made to learn the new spell (see below) have their DC increased by 5. The DM always has the final decision on whether or not a spell can be learned spontaneously, and he may require some quest to be fulfilled before the character can achieve such a breakthrough.

The Hermetic Tradition: Study

Ensconced as they are in the trappings of books, scrolls, glyphs, and runes, hermetic casters may learn new spells by finding them in other hermetic casters’ lorebooks or on scrolls. Obviously, a spell cannot be learned unless a lorebook or scroll containing the desired spell is available. Learning a spell from a scroll destroys the scroll, as the learning process culminates in the successful casting of the spell.

Learning an additional spell through lorebook or scroll study requires an expenditure of two days (eight full hours of study per day) and 250vp worth of materials per spell level (one day and 125vp for 0-level spells).

The Spiritual Tradition: Communion

Spiritual casters believe in the unity of all things and creatures, and as such are able to learn additional spells directly from the minds and spirits of like-minded casters. Working with a teacher in this manner is a very efficient and fairly easy way to learn an additional spell, but requires finding a teacher and getting him to agree to the constant effort required for the transition of knowledge. In some cultures, such as among the elves, this is a fairly minor drawback. After all, the more spells known by the foes of Izrador, the stronger the forest’s defenses. In other places, such as in occupied territory, finding a teacher can be both difficult and dangerous.

Learning a spell by communing with another spiritual caster requires one day (eight full hours of communion) and 250vp worth of materials per spell level (one day and 125vp for 0-level spells).

The Test

At the end of each day of experimentation, study, or communion, the character must make a Spellcraft check (DC 15 + spell level, or DC 20 + spell level for spontaneous learning). Success indicates that the character has made progress and has either learned the spell or may continue his studies the next day. Failure indicates that the character has failed to grasp the necessary techniques and must repeat the day’s work. This does not increase the material costs, though teachers communing with a particularly dense spiritual caster may become quite impatient with a student who repeatedly fails to learn what he is being taught.


  1. gcunningham says:

    Not sure if learning new spells after a week’s normal activity still requires expenditure of 500 vp. worth of materials per lvl.


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