Magic in Lorathia
The magic of wizards and mages is highly variable in Lorathia. Spellcasters are viewed as agents of Entros and regarded with hostility. It is rumored that those who practice magic are tainted with dragon’s blood. There are few open magic users, and even fewer that have attained any real power.
Covens of Magic Users are rumored to exist, but few know anything about their dark practices.
Magic does not involve spell components or book study time/day. Most magic users maintain spell books, but these are not formulaic, and are just research journals into their study of magic. They do not have spells per se in the books, just notes about how to induce various magical effects.
The number of spells you can cast is determined by your level and your constitution. Once you have used up the spell slots according to the experience level table for magic users you can still choose to cast spells. However, this will cause 1d4-1 points of damage and force you to make a constitution check to avoid blacking out for 1d10 minutes. You must make this check each time you cast a spell. The hit point loss is considered non-critical and will heal over the course of 1-4 hours (1d4).
All magic users have an innate ability to detect magic for all items that were created by enchantment (i.e. created by other magic users).
All magic users learn how to cast cantrip (see New Spells) at first level. In addition, they can choose 2 extra spells at first level to know.
There are two major types of magic that a magic user can cast: Opportunistic magic and Ritualistic magic. Ritualistic spells take longer to prepare, and are more rigid, but have a higher success rate and don’t induce damage when cast. Opportunistic are more flexible, and quicker, but more prone to creating consequences the magic user is not prepared for.
The experience level tables for magic users on page 33 of the rules determines the number of core spells that a magic user knows. These core spells are spells that the magic user can cast regularly, with normal casting times without needing to worry about taking damage or passing out. They still need to roll on the wild magic variable effect table to determine side effects. In addition, the magic user can choose to spontaneously craft a spell by using the magic principles they know and trying to modify them to create the desired effect. The closer the desired effect is to their core spells the more likely it is to succeed. For each level of difficulty, the saving throw vs the spell is increased by 1. Also, the chance of total failure is 10%/difficulty level. For example, a wizard knows magic missile as one of his core spells. He would like to attempt to cast a small fireball spell that does the same damage as magic missile with a bigger area of damage and does burn damage. Since he already understands how to craft magical projectiles the DM determines that this spell has a difficulty modifier of 2 (it’s two levels higher than his spell abilities). This means that the saving throw to resist the spell would have a +2, the chance of spell failure is 20% (10% x 2). This is in addition to any side effects the spell may have.
First level clerics get 1 spell. Once again, clerics can cast more than one spell/level but must suffer 1d4-1 HP of non-critical damage and make a CHA check or suffer some temporary retribution from their deity for invoking them too frequently (usually a rash, a mark, or some karmic social consequence).
Clerics also have the ability to pool abilities with other clerics in a prayer group to increase their spell casting ability.
Clerical magic involves invoking intervention from a deity or groups of deities on behalf of the cleric casting the spell. There is a certain amount of hubris involved in this request, and the gods do not take kindly to excessive requests that do not advance their missions. The more you invoke your deity, the more likely they are to exact some sort of price. The price may be exacted on you or those close to you. It just depends…
As such, clerical magic is used sparingly and only in service of the deity being prayed to.
Druidic magic is rune based, so prep time for spells usually involves carving runes on pieces of wood, bark, rock or bone. Casting spells is simply a matter of grabbing the component with the rune carved on it and casting it at the target.
Otherwise, druidic magic works the same way as clerical magic in the sense that Nature requires balance, and the more magic that is cast the less balance exists. In return Nature will exact some sort of karmic price.