Memorization+Rules

Arcane Magical Writings
To record an arcane spell in written form, a character uses complex notation that describes the magical forces involved in the spell. The writer uses the same system no matter what her native language or culture. However, each character uses the system in her own way. Another person’s magical writing remains incomprehensible to even the most powerful wizard until she takes time to study and decipher it. To decipher an arcane magical writing (such as a single spell in written form in another’s spellbook or on a scroll), a character must make a [|Spellcraft] check (DC 20 + the spell’s level). If the [|skill check] fails, the character cannot attempt to read that particular spell again until the next day. A [|read magic] spell automatically deciphers a magical writing without a skill check. If the person who created the magical writing is on hand to help the reader, success is also automatic. Once a character deciphers a particular magical writing, she does not need to decipher it again. Deciphering a magical writing allows the reader to identify the spell and gives some idea of its effects (as explained in the spell description). If the magical writing was a scroll and the reader can cast arcane spells, she can attempt to use the scroll.

**Wizard Spells and Borrowed Spellbooks**
A [|wizard] can use a borrowed spellbook to prepare a spell she already knows and has recorded in her own spellbook, but preparation success is not assured. First, the wizard must decipher the writing in the book (see [|Arcane Magical Writings], above). Once a spell from another spellcaster’s book is deciphered, the reader must make a [|Spellcraft] check (DC 15 + spell’s level) to prepare the spell. If the check succeeds, the wizard can prepare the spell. She must repeat the check to prepare the spell again, no matter how many times she has prepared it before. If the check fails, she cannot try to prepare the spell from the same source again until the next day. (However, as explained above, she does not need to repeat a check to decipher the writing.)

Adding Spells to a Wizard’s Spellbook
[|Wizards] can add new spells to their spellbooks through several methods. If a wizard has chosen to specialize in a school of magic, she can learn spells only from schools whose spells she can cast.

Spells Gained at a New Level
[|Wizards] perform a certain amount of spell research between adventures. Each time a character attains a new wizard level, she gains two spells of her choice to add to her spellbook. The two free spells must be of spell levels she can cast. If she has chosen to specialize in a school of magic, one of the two free spells must be from her specialty school.

Spells Copied from Another’s Spellbook or a Scroll
A [|wizard] can also add a spell to her book whenever she encounters one on a magic scroll or in another wizard’s spellbook. No matter what the spell’s source, the wizard must first decipher the magical writing (see [|Arcane Magical Writings], above). Next, she must spend a day studying the spell. At the end of the day, she must make a [|Spellcraft] check (DC 15 + spell’s level). A wizard who has specialized in a school of spells gains a +2 bonus on the [|Spellcraft] check if the new spell is from her specialty school. She cannot, however, learn any spells from her prohibited schools. If the check succeeds, the wizard understands the spell and can copy it into her spellbook (see [|Writing a New Spell into a Spellbook], below). The process leaves a spellbook that was copied from unharmed, but a spell successfully copied from a magic scroll disappears from the parchment. If the check fails, the wizard cannot understand or copy the spell. She cannot attempt to learn or copy that spell again until she gains another rank in [|Spellcraft]. A spell that was being copied from a scroll does not vanish from the scroll. In most cases, wizards charge a fee for the privilege of copying spells from their spellbooks. This fee is usually equal to the spell’s level × 50 gp.

Independent Research
A [|wizard] also can research a spell independently, duplicating an existing spell or creating an entirely new one.

Writing a New Spell into a Spellbook
Once a [|wizard] understands a new spell, she can record it into her spellbook.

Time
The process takes 24 hours, regardless of the spell’s level.

Space in the Spellbook
A spell takes up one page of the spellbook per spell level. Even a 0-level spell (cantrip) takes one page. A spellbook has one hundred pages.
 * **Special Notes:** In Armeya RPG, larger and more durable spellbooks can be purchased. Refer to Complete Mage, p139-141 for more information.

Materials and Costs
Materials for writing the spell cost 100 gp per page. Note that a [|wizard] does not have to pay these costs in time or gold for the spells she gains for free at each new level.
 * **Special Notes:** This cost represents the purchase of expensive magical inks meticulously crafted by alchemists at the University. Purchasing these inks directly funds the University, which relies on their graduates continued pursuit of magic to help fund their cause to teach magic to newer students. As a result, acquiring and selling these inks for personal profit is considered illegal in both the University, the Empire, and the various free cities; the University is allied to the Empire and the free cities, supplying magical efforts when needed as well as battlemages for the Imperial Legion, and so these political bodies take care of the University in turn.

Replacing and Copying Spellbooks
A [|wizard] can use the procedure for learning a spell to reconstruct a lost spellbook. If she already has a particular spell prepared, she can write it directly into a new book at a cost of 100 gp per page (as noted in Writing a New Spell into a Spellbook, above). The process wipes the prepared spell from her mind, just as casting it would. If she does not have the spell prepared, she can prepare it from a borrowed spellbook and then write it into a new book. Duplicating an existing spellbook uses the same procedure as replacing it, but the task is much easier. The time requirement and cost per page are halved.

Selling a Spellbook
Captured spellbooks can be sold for a gp amount equal to one-half the cost of purchasing and inscribing the spells within (that is, one-half of 100 gp per page of spells). A spellbook entirely filled with spells (that is, with one hundred pages of spells inscribed in it) is worth 5,000 gp.

Memorization
Spellcasters who must pray for spells or study spells from a spellbook in order to memorize them will follow these rules in Armeya RPG:
 * Such characters will click the New Page link and create a page titled Character-Spells (replace "character" with your character's name please!).
 * On this page, you will create numbered "memorized spell lists". You may create an **unlimited number** of these, with as much variation as you desire.
 * At the start of an adventure, you must notify the DM as to which numbered list your character has "ready" at the start of each day (you can make alterations to the list at the time of notification). //Example: Raistlin the Wizard informs the DM: "I am using my Spell List #7 today, but I'm swapping out Summon Monster IV for Stoneskin."//

Domains
Domain usage in Armeya RPG is, just like in standard D&D, depending on which god the character serves. The list below shows which gods grant access to which domains, and links are provided to show what abilities and spells are available to these domains. Note that some domains may be changed from their source material as a result of the original version of the domain being incompatible with this setting. Domains marked with an asterisk (*) require the worshiper to be of the same alignment as the god to access that domain.
 * Asch Ment
 * Good, Law, Strength, Glory*, Community*, Competition*, Nobility*, Pride*
 * Vo Q'fimby
 * Air, Animal, Chaos, Good, Travel, Liberation*, Courage*, Mysticism*
 * Ta Rak Ra
 * Destruction, Earth, Evil, Law, Plant, War, Darkness*, Tyranny*
 * Shul
 * Death, Evil, Fire, Sun, Purification*, Hatred*, Suffering*, Wrath*
 * Naneid
 * Good, Healing, Protection, Water, Family*, Lust*, Ocean*, Renewal*
 * L'Orielan
 * Knowledge, Law, Luck, Magic, Trickery, Inquisition*, Mind*, Spell*
 * Council
 * Chaos, Evil, Good, Law, Balance*, Fate*, Mentalism*, Planning*