Chapter 10: Magic

Items Affected by Magical Attacks

If a character fails a saving throw against certain types of spells (such as Fireball) or is subject to certain circumstances (falling off a cliff or into a pit of acid) all of his exposed items must make saves in order to survive.

Magical items will use the 3e rules found in the DMG, p 176. (A magic item's saving throw = 2 + 1/2 its caster level, rounded down. Damaged items may still function if not destroyed.)

Non-magical items will, depending on the situation, use either the 3e rules in the PH p.136 or the 2e saving throw chart.


Only Wizards and Bards will be able to attempt Counterspelling.

Counterspelling will be easier to attempt and harder to accomplish.

You may use Dispel Magic as a counterspell, exactly as it is described in the PH. A Dispel Check is 1d20 + caster level (max +10) against a DC of 11 + caster level (no max).

Rather than using the exact same spell as a counterspell (which will not be allowed), spells which are opposite in their magical energies will be able to be used as counterspells against each other. (see counterspell tables) This type of counterspelling will not be automatic. It will be handled much like the Dispel Check, the only difference being that each caster also adds the spell's level to the roll.

If a caster (wizards only) is aware that another is trying to counterspell him, he may, as a free action, attempt a spellcraft check (at -1 Circumstance penalty). If he succeeds, he may, as a free action, attempt to counter the counterspell (also at -1 Circumstance penalty). The original counterer can then counter in turn (at -2 Circumstance penalty). This continues, at ever-increasing circumstance penalties, until one caster fails or chooses to stop. Needless to say, a caster could go through all of their spells very quickly reverting to these sorts of tactics.

Spell Preparation Time

Spell preparation time (aka daily prayers) for clerics will be one hour, regardless of the number of spell slots to prepare.

Spell preparation time for wizards will be as listed in the Core Rulebook I, one hour, regardless of the number of spell slots to prepare. Specialist wizards may use their bonus spell slots without preperation.

Spell preparation time for bards (aka practice time) will be one minute per spell slot level with a minimum of 15 minutes.

Prepared Spellslot Retention

Being knocked unconscious by any attack will cause any spell caster to lose any and all remaining spellslots. Normal or magical sleep is not considered being knocked unconscious for these purposes.

Wizard Spells and Borrowed Spellbooks

Increase the Spellcraft check to prepare the spell to (DC 20 + spell's level). If that check fails, the pages containing that spell are ruined.

Spells Gained at a New Level

Wizards never gain spells automatically.

Specialist wizards gain one spell in their school of their choice for each new spell level attained.

Beginning with 2nd level, bards gain one new spellsong of their choice for each new bard level.


See the page on Spellbooks for details.

Bringing Back the Dead

Any spell of less than 7th level used to revive a dead character will result in both the loss of a level and a loss of a point of Constitution.

Evil clerics have a chance to revive a character against his will.