{{image url="http://i144.photobucket.com/albums/r172/Nimea/ParthosBanner5.jpg"}} __**[[HomePage Home]]**__, __**[[Rules Rules]]**__, __**[[http://www.parthosrpg.com/mboard/ Message Boards]]**__, __**[[www.parthosrpg.com/aim.php The Parthenon (AIM)]]__, __[[www.parthosrpg.com/aol.php The Parthenon (AOL)]]**__ __**[[Combat Back to "Combat"]]**__ =====__**Magic**__===== <<__**[[AcquiringSpells Acquiring Spells]]**__ __**[[CreatingSpells Creating Spells]]**__ __**[[Familiars Familiars]]**__ __**[[MagicalEffects Magical Effects]]**__ __**[[MagicalItems Magical Items]]**__ __**[[Powers Powers]]**__ __**[[Scrolls Scrolls]]**__ __**[[Spells Spells]]**__<>===__**Spells Above Level**__=== A caster may attempt to cast a spell above her current level, providing the spell in question is from her original (Class) spell list. The spell will be cast at a penalty of -25 to the caster's MA per level above the caster's current level. If the caster possesses a scroll with that spell, the penalty is reduced to -15 per level above the caster's level. Additionally, five (5) Power Points will be used over and above the spell's normal Power Points. Note that some spells will be impossible to attempt. If the caster rolls less than her MA minus the appropriate penalty and more than 1 on a d100, all is well. The spell functions normally. If the caster rolls a 1 on a d100, the additional Power Points are not used. She does not get the added benefits of rolling a 1 listed with the spell. If the caster rolls above her MA minus the appropriate penalty on a d100, and less than 100, the spell will backfire as if she rolled a 100 per the spell listing. If the caster rolls a 100 on a d100, the magic goes wildly awry. Very, very bad things will happen to all within 50 feet of the caster. If the spell was an offensive spell, All within 50 feet of the caster will either take BC10x5 damage, or PGM's choice. If the offensive spell has a duration, the duration will double. There will be no save against these effects. If the caster should live through this, she will be unable to use any mental functions for BC4 weeks. In effect, she will be a drooling idiot. ---- ===__**Teaching Spells**__=== A spellcaster may teach any spell, on his base list or another, if his equivalent caster level is at least 5 levels higher than the spell he wishes to teach. This restriction does not apply to spells created through Magical Theory. To effectively teach and learn a spell, the following rolls must be made successfully by the teacher and student: Teacher: Will + (MT/5) Student: I.Q. + (MT/5) If the teacher is teaching a spell from his/her original spell list (eg, an illusionist teaching an illusion spell), 15 will be subtracted from his roll. //Note:// Magical items can provide exceptions to these rules and restrictions. In all cases, the magical item description supercedes these rules. For example, an 11th Level Illusionist would be able to teach a 6th Level Illusionist spell, but not a 7th Level Illusionist spell. If he also knew 6 levels of spells from the Enchanter list, he could teach a Level 1 Enchanter spell, but not a level 2 spell from that list. Though a student is allowed to learn only one spell on each list per week, he may attempt learning that spell once per day as necessary. //**Costs for learning from a teacher:**// There is an overhead cost of 750ss to open a new list. This is money spent to the Marketplace, not another player, as it represents books, materials, and other ritual paraphernalia involved in learning spells. Spells carry a materials cost of 50ss per spell level. ''*''See [[AcquiringSpells Acquiring Spells]] for more information ----