Wizard Spell Casting
To cast a spell, the character must first have the spell memorized. If it is not memorized, the spell cannot be cast. Each night after eight hours of sleep, the spell caster can memorize the spells for the day. The number of spells is determined by the caster's level, class and ability scores.
Casting a wizard spell is a very complicated ordeal. The process of learning the correct procedure to cast a spell is difficult and taxing to the mind. Thus, a wizard must check to see if he learns each new spell and is limited in the number of spells he can learn. wizard spells range from spells of simple utility to great and powerful magics. The wizard spell group has no single theme or purpose. The vast majority of wizard spells were created by ancient wizards for many different purposes. Some are to serve the common man in his everyday needs. Others provide adventurers with the might and firepower they need to survive. Some are relatively simple and safe to use (as safe as magic can be); others are complicated, filled with hazards and snares for the rash and unwary.
All of a wizard's spells must be transcribed into his spellbook which in the game is part of the character sheet. At creation, the mage gains a few first level spells. All subsequent spells must be copied from scrolls that have either been found or bought, a process that destroys the scroll. Within the spellbook are all the instructions for memorizing and casting all the spells the mage knows. As the wizard successfully learns a new spell, he carefully enters its formula into his spell books. A wizard can never have a spell in his books that he does not know, because if he doesn't understand it, he cannot write the formula. Likewise, he cannot enter a spell into his books that is higher in level than he can cast. If he finds an scroll with spells of higher power, he must simply wait until he advances to a level at which he can use them.
Casting a spell requires verbal (V), and/or somatic (S) components where somatic refers to hand and body gestures. Material components present in AD&D are not necessary to cast spells in Icewind Dale. The caster must be able to speak (not under the effects of a silence spell or gagged) for verbal spells and have both arms free for spells with somatic components. Once the casting has begun, the character must stand still. For spell durations, 1 turn is equal to 10 rounds where one round is 6 seconds in the game. Casting times are normally stated in segments, with one segment equal to one tenth of a round.
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