Spellcasting

Magic is a force to be reckoned with and comes in a variety of forms: from blasting foes with missiles of magic to healing a wounded ally to summoning a mighty demon to your command. The variety of spells are as distinct as the sources they come from, and this page will go over the magic and how it works within the world of Nerna itself.

## Spellcasting Ability

The ability to draw on the magic of the world depends on ones class. Often the different classes draw their powers differently: some draw their magic from the arcane and the pure arcane force in the world, some draw their powers from the gods of the world, some draw it from the natural world, and some draw it from... less trustworthy sources.

The spellcasting ability is often decided by your class, and will be listed on their within their spellcasting feature. On top of that, they also have a spellcasting level, which is increased as they level up, and seen within the class table on their page. In order to cast spells, one must have the mana required to cast it, which will be explained later on.

## Known and Prepare Spells

The caster level of the spellcaster is determined many by the class. For example, a Mage's caster level is increased by one as they level, while a Paladin only gains half a caster level as they level up. A 10th Mage is treated as a 10th caster with access to 5th level spells, while a 10th Paladin is treated as a 5th level caster with access to 3rd level spells.

However, simply having a caster level does isn't enough to be able to cast spells: one must also prepare the spells as well. Do so one, one must know a certain number of spells, typically kept in a book. From the book holding the spells they know, the caster can prepare a number of spells equal to their spellcaster level + their spellcasting modifier. For example, the 10th level Mage with an intelligence score of 16 can prepare 13 spells in total, as their spellcaster level is 10 and their Intelligence Modifier is 3.

## Increasing Spell Power

A spellcaster with a higher caster level can, at the cost of additional mana, increase the general power of the spell being casted. This varies from spell to spell, and any spell that can have it's power increased will have a section detailing what will happen if the spell is casted at higher levels.

The following table shows the spell level available to the caster levels.

Spell Level Table
 3
 5
 7
 9
 11
 13
 15
 17

## The Book of Spells

Every spellcasting class has some kind of spellbook. These spellbooks contain the spells they know and will need to prepare a certain number equal to their spellcaster level + their spellcasting modifier. As for now many spells a spellbook can contain: their isn't an upper limit, as spells can be copied and added to a spellbook, but doing so will take 2 hours and 50gp per spell level. For example, a level 2 spell will take 4 hours and 100gp in order to add unto your spellbook.

### Gaining Spells

There are several ways to gain more spells into your spellbook. As previously mentioned, you can add spells to your spellbook by copying the spell from a scroll or another spellbook. However, there are other methods of gaining new spells. Such as the following:

* **1st-Level Spellcaster :** The first level of a spellcasting class will grant a certain number of spells that will automatically be within the spellbook. The number of spells is varied from spellcasting class to spellcasting class.
* **Leveling Up :** As you level up your spellcaster class, you will gain an additional 2 spells automatically added to your spellbook.
* **Tutelage :** Sometimes, you will find a master wizard, or even another form of creature (celestial, fiend, fey, etc.) who will offer their knoweledge to the spellcaster. This can cost as much as inscribing a new spell into the book, but the creature can offer the spell for free, at the cost of doing a favor or quest for said creature. Naturally, a spellcaster knows the tutor by name.

## Mana

In order to cast a spell, you need mana. Mana is the source of magical power, and all spellcasters have it, though it's form may be different for different spellcasters. The maximum amount of mana a caster as at their disposal is equal to their spellcasting score + their proficiency bonus + the highest level that they can cast at. For example, a 10th-Level Mage with an Intelligence score of 16 will have 16 + 5 + 8, or 29 mana in total. When you cast a spell, you use the mana cost of that spell, and, if you lack the mana to cast the spell, the spell will fail (unless it's a cantrip which costs 0 mana).

### Mana Costs

The Mana Costs of spells is dependent on two factors: the level of the spell itself, and the caster level of the character. A chart show below will show how much each spell's mana cost is. Cantrips will always cost 0 mana.

## Regeneration

There are a few ways for a spellcaster to regain lost mana overtime. This segment will quickly go over the various ways one can regan any lost mana.

* **Rest :** For every hour not casting, such as a short rest, the caster will regain mana equal to their proficiency bonus. Upon a long rest, the caster will regain all lost mana.
* **Mana Restorative Abilities :** There are several abilities that allow you to regain some mana, such as the Mage's Arcane Recovery feature. This allows includes potions and fountains.
* **Mana Siphoning :** There are several spells and abilities which will allow you, and other creatures, to siphon the mana out of a creature. Upon doing so, you will be taking mana directly from a creature, and will then be adding the stolen mana to yourself. This can be done in a variety of ways and to a variety of creatures. Be warned that you cannot absorb the mana on non-magical creatures.