Magic in Cambria is handled slightly differently than other Dungeons and Dragons games you may be familiar with. First off, let's explain a little about magic in general. In Cambria there are three different classifications of magic. Arcane, Divine and Innate. Each classification has its own set of rules and guidelines as well as requirements for use. Any questions can be posted to the forum or e-mailed to DM Fester
Arcane
Arcane magic is that which relies on manipulation of the forces of the universe. Most Arcane magic used in Cambria can be located in the Player's Handbook, the PHB2 or The Complete Wizard's Handbook. If you desire the use of a spell not contained within any of those books you must first submit a description of the spell and where you found it. Please provide an internet link when filing such a request.
Casting Arcane Magic requires several things known as components. Each spell has either Verbal, Semantic or Material components, or some combination of the three. In addition to these components, which can be found in the descriptions of the spells located within the aforementioned books, your character must possess the required Spell Points(SP). To determine your character's base spell points you must look up the chart in the PHB. Then, instead of the way they are divvied up there, we simplify things. You receive one SP for each spell level that your character is capable of casting. For example, Jebediah, a 4th level wizard, can cast three first level and two second level spells. For the sake of simplicity, this does not include any Intelligence Bonus Spells. Therefore Jebediah has seven spell points. (3-1st level = 3 SP, 2-2nd level=4 SP for a combined total of 7 SP) These seven spell points can be used for any combination of spells adding up to seven. However, this does not allow Jebediah to cast spells of any higher level than those he would normally be allowed to cast, which is Second level. 0-Level spells are considered cantrips in Cambria and are therefore not restricted.
Wizards and Spell-books
Upon character creation you will receive a confirmation e-mail. This will contain specifics regarding your spell book. A Wizard's Spell-book is there bread and butter. The loss of it will be greatly detrimental to your character and will bear consequences. Protect it with your life. Without it you have no magic. A wizard inscribes a spell because they are far to complex to remember without being able to look it up. When adding a new spell to your spell-book, this will require research, spending of money and time as well as perhaps someone to teach your character the ritual. You do not simply Learn a new spell. It is a process that will involve both the player and the DM.
As for the actual casting of a spell, the rules are as follows:
The first time you acquire a material component, you must include this in your post. There must be a back story for the acquisition of any Material component not considered a common item. Components such as chalk or basic herbs or things found in a general store do not require back story. It will be assumed that your character is not an idiot and therefore carries an adequate supply at all times. The rarer the item, the more complex your back story should be. If your spell requires a black dragon scale you will not be permitted, "Jebediah walks into the forest and slays a black dragon, removing any scales for later."
The first time you cast a spell, an in depth ritual is required. We want to know what your spell looks, smells, sounds and feels like. "Frank waves his hands in the air and produces a fireball," is not acceptable. I want to know what incantation your using. How are you moving, what is the material component, how does your character feel when casting it. After it's cast? What does the air feel like, how does it smell, how does your character feel. Is he/she drained? Energized? Show, Don't Tell as my seventh grade English teacher used to tell me.
Each remaining time you cast a spell, a much simpler version of the ritual is permitted. Merely the incantation and semantics will suffice.
Divine
Divine spell-casters call upon the Gods for their abilities. Most of the rules still apply from the Arcane as far as SP and First casting/First Material Component goes. Divine spell-casters have no need for a spell-book, however. Instead they receive all spells for their level upon leveling. This is not an instant thing. Prayer to your deity is required as is remaining in his/her favor. A Holy Symbol is required. For more information on holy symbols and mythos, please see the Religion Page.
Innate
Innate Magic is found within your Race/Class descriptions as well as being gifted by the DM or earned. The restrictions will be listed within the Innate ability description.
Allowed Spells
I currently use two websites for all allowed spells. D20SRD.org and DandDwiki.com. I will most definitely allow other spells provided you can send me a link directly to it.