Intro to spell casting

As a new spell caster or just as a new adventurer in general it is good to understand how spells work.

  1. To be able to cast a spell you must first have the prerequisites to do so.

    Spell slots are required to cast spells, and are purchased with XP like all other skills and added to your character sheet. No spell can be cast without the expending the use of an appropriate level spell slot.

    You are required to have a spell book in order to cast magic. One can be purchased with your starting coin from the econ marshal.  You will be required to have your own physical representation aka an empty book to write your spells in. As you learn spells they have to be written in your spell book to show you have access to that spell.  It is a good idea to have the player that taught you that spell initial and date the page to show when and how you learned the spell.

    You can learn a new spell once a day.  See the rulebook for more details on how to do this. There are several ways to learn spells.  The most common is to have a player teach you a new spell each day.

    You are required to have a spell list on your person in game in case you are audited during game play.  A proper spell list consists of your name, your character name, the date,  the amount of each level slots your character possesses, and which spells you have in each slot for that day.

  2. Casting spells

    Once you have the prerequisites and at least 1 spell slot you are ready to cast magic.  When you start the game with spell slots you are allowed to pick 1 spell for each spell slot you have to put in your spell book.

    Incants for spells must be 5 words per level of spell up to a maximum of 30 words.  Having a unique incant for each spell is super cool but also very hard to remember.  A lot of club members tell a story of sorts with their incant that builds with each level of the spell up to a max of 30 words.  This is not a requirement but is a helpful idea to make your incants easy to remember.

    The use of full size (non dog toy) tennis balls is the preferred spell component at kanar.  Bird seed bags are also acceptable but must be at least 2 inches in diameter so they do not fit into an eye socket.  Area of Effect Spells require the use of a bird seed bag with glow in the dark component if they are used after dark.