Spell Frequency (PSC)

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Forgotten Realms players and DMs should note that the definitions used here are different from those used in FORGOTTEN REALMS products. These guidelines are intended for general world settings. The DM, as always, is free to alter them as needed for local campaign conditions.
==Common Spells==
Common Spells: The details and effects of a common spell are generally known, even by priests who may not have access to the spell. All spells in the Player's Handbook are common spells. Spells listed for the basic priest class in world-specific material (such as the DARK SUN campaign set) are common for priests of that world, but might be rarer or even unheard of elsewhere.
Player character priests of 1st level can choose 1st-level spells given in the Player's Handbook from allowed spheres. Any limitation on spell selection-such as those for specialty priesthood or kit-apply even to common spells. Note also that DMs may have their own campaign guidelines. For example, the DM might have special spell lists for each divine patron, restricting any spells not included in the specific list. A DM might rule that named spells (such as Henley's disrupting digit) are uncommon or restricted spells, as well. Players and DMs should be aware that while the standard rule is that priests have free access to all spells on their respective lists, a more useful ding is to use all common spells in allowed spheres. This gives the maximum ability to the DM to reward players occasionally with new spells and to encourage magical research as a campaign activity. We highly recommend that additions to priest spell lists be allowed only through research or through the recovery of certain lost tomes.
The DM always decides whether a priesthood is allowed a spell if there is any question.
==Uncommon Spell==
Uncommon Spell: Priest spells found in the Tome of Magic and PO: Spells & Magic fall into this category. These spells are less well known, but not restricted to a race or special group like, for example, druids, dragons, or the Emerald Enclave. A kit, school, or other specialty might allow some uncommon spells to be treated as common spells. Clerics can research uncommon spells using the normal research rules.
Generally, a player character will not start with an uncommon spell or learn it in the course of normal level advancement (unless a divine patron allows it). Such spells enter play when found on a magical scroll or in a special book or when developed as a result of spell research. In the average AD&D campaign, finding a new common or uncommon spell is a little more common that a fighter class character finding a +1 magical sword. Some uncommon spells may be restricted (see Restricted Spells).
==Rare Spell==
Rare Spell: Rare spells are specialized or hidden magic, such as those introduced in modules or accessories. Besides spells that are just less well known, two special types of rare spells exist: 1) Spells known by a specific nonhuman race (like elven spells from the Complete Book of Elves); and 2) Spells of a specialty or campaign-specific group that is not given in the Player's Handbook (like the spells of the Thornwater Circle, the spells from the Complete Necromancer's Handbook, or spells of a defiler priest who specializes in Elemental Fire magic). Rare spells are likely to be restricted (see Restricted Spells).
A specialty priest treats the spells allowed by the specialty as common.
Player characters have access to rare magic only as a result of campaign-specific conditions. Priest research of rare magics has a base-15% penalty to the research success rolls, unless the character has access to some sort of knowledge or resource that would offset this. Of course, a spell not pleasing to the divine patron will not be granted at all.
Certain campaign-specific or storyline conditions might allow rare spell research at common spell chances. For example, if a human priest's reward for an adventure on behalf of the elves is elven lore (a race-specific spell), the DM may choose to waive some or all of the research cost, and or the research success roll (time requirements should not be waived under any circumstances).
==Very Rare Spell==
Very Rare Spell: Spells that appear only in magazine articles, or are otherwise variant, should be classified as very rare. Spells newly introduced in Prayers from the Faithful fall into this category as well (this makes those special tomes a treat to find). The DM should closely control very me spells. For example, they might be available only in a single special book or tome in which they were recorded. Many very rare spells are also restricted (see Restricted Spells).
A DM who allows the spell to be researched at all rolls for the success of the research secretly and announces the result to the player. At the DM's option, the standard research success chances may be halved, or even quartered.
Classifying a spell as very rare is one way for a DM to handle an experimental spell that is too powerful or one that encroaches too much on the class abilities of nonpriests. It is also possible, over time, for a spell devised by a player character to become rare, uncommon, or even common, either within a specific sect, or generally.
==Unique Spell==
Unique Spell: This spell is known only to its original creator and is intrinsic to the creator's campaign function. Some spells of this type might be available only to a character holding a certain position or office. Most unique spells are of the 6th spell level or higher; the creator is nearly always of 12th level or higher. There are fewer priest than wizard spells of this type, since a patron deity is more likely to grant or withhold spells of this type directly. The acquisition of a unique spell, or the creation of one by a player character, is a major campaign event, similar in campaign impact to the completion of an epic high-level quest, the opening of a fixed interplanar gate, the founding of a barony, the destruction of an artifact, and so on.
==Other Definitions==
===Lost Spell===
Lost Spell: Rarely, a spell is mentioned for which no 2nd Edition detail exists (including a few spells deliberately withdrawn from the system). No details are given for these other than the spell name. They are “lost knowledge,” included only to confirm their one-time existence for the curious.
===Restricted Spell===
Restricted Spell: A restricted spell is barred to generalists (that is, the cleric class), and to all other priests except those specifically allowed in the spell description or by the DM. Optionally, an independently researched spell that matches the effects of a restricted spell might be possible, but at no less than two levels above the listed level.
===Optional Priest Magic===
Optional Priest Magic: In addition to normal priest spells, three other types of priest magic are optional.
===Quest===
Quest spells are special campaign-affecting spells occasionally made available to priests of at least loth level and possessing a Wisdom ability score of at least 17. Quest spells are located in a special appendix in the final book.
===Faith Magic===
Faith Magic involves the harnessing of the devotional power of priests and worshipers to amplify the effect of certain spells. A discussion of faith magic is found in the final book.
===Cooperative Magic===
Cooperative Magic involves the linking of two or more priests who are of the same ethos (the Law-Neutral-Chaos axis) in order to increase the effectiveness of a joint spellcasting. A more complete discussion appears in the final book.
==Magic in the World==
Elemental magic in the traditional Forgotten Realms, World of Greyhawk, Dragonlance, and Mystara setting is based on air, earth, fire and water. This varies in other settings: In the original setting, air, earth, fire and water are joined by a fifth element, wood, and priests are called shukenja. In the Al-Qadim setting, the four basic elements are traditional, but are called Provinces of Flame, Sand, Sea and Wind. In the Maztica setting, priest specialties are not detailed. In the sword-and-sandal DARK SUN setting, priests are preservers or defilers, depending on whether or not their magic drains the living energy of that world. Here, psionics are as important as magic. In the BIRTHRIGHT setting, bloodline abilities augment normal magics; scions devil bloodlines are called awnsheghlien, and those of heroic bloodlines are called ersheghlien. In the SPELLJAMMER setting, flying ships are propelled by spellcasters using magical power sources called major helms and minor helms. In the sw buckling RED STEEL setting, latent magical ah es called legacies result in baneful mutations (The Red Curse) unless controlled by exposure to the rare or cinnabryl. The depletion of this ore is cause for concern. In the Ravenloft setting, the Demiplane of Dread, gothic horror in the form of Dark Lords, each a god-like power trapped in a private domain, keeps adventurers on the run, looking for a way out and making special fear, horror and Ravenloft Powers checks. The PLANESCAPE campaign presents new settings from the inner (Elemental) Planes to the Outer Planes, where the gods live. Casting magic here requires special spell keys, and the denizens are divided into factions along alignment lines.
==Abbreviations referring to Source Material==
: PHB = ADVANCED DUNGEONS &DRAGONS Player's Handbook
: DMG = ADVANCED DUNGEON MASTERS Guide
: PO:SM = PLAYER'S OPTION: Spells & Magic
: ToM = Tome of Magic
: WoG = WORLD OF GREYHAWK setting
Category:Priest's Spell Compendium