Magic

Magi can cast any arcane spell, and Clerics any divine spell, with a spell level equal or below 1/2 their class level, rounded up. They have access to all arcane spells in the SRD spell list.

Arcane Spells

Divine Spells

Druid Spells

Illusionist Spells

Summoner Spells

Casting a spell of any kind costs Hit Points. The cost is:

1 + double the level of the spell being cast.

This loss cannot be healed normally but is recovered after 8 hours rest. There is no need to memorize spells in advance.

Just because a character can cast any spell, doesn’t mean that they should. Choose spells that suit the character.

Select one ‘signature’ spell per spell level from 1st upwards that they pre­fer to use over any other. These spells are easier to cast due to familiarity, costing 1 less Hit Points to use.

The Difficulty Class (DC) for all spells: 10 + Caster Level + Caster’s MIND bonus.

Here are three ways for spell casters to add a little more variety to their repertoire. Each modifies a spell in a given way, and each doubles the casting time of the spell so modified (most spells become full round actions instead of standard actions, for example). Also, each requires an additional expenditure of hit points, added to the standard cost of the spell at the time it is cast.

Extending
Makes a spell last twice as long as it normally would. An Extended spell costs an additional 2 Hit Points.

Empowering
Makes a spell do 50% more damage than it normally would. An Empowered spell costs an additional 4 Hit Points.

Widening
Makes a spell’s area of effect twice as big as it would normally be. A Widened spell costs an additional 6 Hit Points.