The fey, the arcane, the mystic sciences, the gossamer energies that ebb and flow, pulsing life and stringing death, weaving all of the universe together.

Components, casting time:
Not necessary. Unless a complex ritual, item creation, spell experimentation, etc. is being performed.

This campaign will use a magic point system. Spellcasters get a pool of magic points that is depleted whenever a spell is cast according to the level of the spell (3rd level spell costs 3 points). Bonuses for mage specialization or WIS are added on top of this base number. Keeping track of spell/prayer memorization adds a lot of bookkeeping and not a lot of fun, so mages and priests can cast whatever they know whenever they know it provided they have all the materials available and the necessary uninterrupted casting time. See table for magic points by level and class.

Magic User 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
Mage 2 3 4 7 11 14 20 27 32 39 51 66 78 85 94 115 130 139 147 162
Specialist Mage* 3 (1) 4
7 (3) 10 (3) 17 (6) 20 (6) 30 (10) 37 (10) 47 (15) 54 (15) 66 (15) 87 (21) 99 (21) 113 (28) 122 (28) 151 (36) 166 (36) 184 (45) 192 (45) 207 (45)
Bard 0 1 2 4 5 7 10 12 15 19 22 26 31 35 40 47 54 63 67 78
Priest 2 3 4 7 12 15 19 26 34 43 53 65 74 90 99 111 127 148 151 165
Priest (Wis 13) 3 4 5 8 13 16 20 27 35 44 54 66 75 91 100 111 128 149 152 166
Priest (Wis 14) 4 5 6 9 14 17 21 28 36 45 55 67 76 92 101 112 129 150 153 167
Priest (Wis 15) 4 5 8 11 16 19 23 30 38 47 57 69 78 94 103 114 131 152 155 169
Priest (Wis 16) 4 5 10 13 18 21 25 32 40 49 59 71 80 96 105 116 133 154 157 171
Priest (Wis 17) 4 5 10 13 21 24 28 35 43 52 62 74 83 99 108 119 136 157 160 174
Priest (Wis 18) 4 5 10 13 21 24 32 39 47 56 66 78 87 103 112 123 140 161 164 178
Ranger 0 0 0 0 0 0 0 1 2 4 6 9 10 13 15 18 18 18 18 18
Paladin 0 0 0 0 0 0 0 0 1 2 4 6 9 10 14 19 22 22 26 30
  • Specialists must devote the number of magic points in parentheses to spells within their school of specialization.

Traveling spellbooks cost minimum 2 gp per page (paper costs 2 gp as described in the PHB). Parchment and papyrus are unsuitable for extended travel. They can be used for spellbooks in a library (backup books for example). Spellbook pages can be written on both sides. Spells take level + 1d6 -1 pages to record. Characters must have access to their books, or else they will eventually mess up spells. Though we are not playing with strict memorization, it is presumed magic users periodically review their books to refresh their memories. Magic users still need to meditate 2 hours + 15 minutes per spell/prayer point to channel magical energy. This is different from sleeping.

Turning undead
Characters with the option of turning undead must do so with a holy symbol.

Priests and reversing spells
Good aligned priests can cast reversals of spells but in doing so they run the risk of corruption. Or better defined, reversal of alignment. Any Necromantic and Abjuration reversals cast by a good aligned priest incur a percentile chance of corruption.
Thanks to VonAlric for the assist

Mages and Wizards, learning new spells/spells memorized
The WIS spell bonus chart is applicable to a Mage’s INT.

Farouk, with an 18 INT gets 2 bonus 1sts, 2 bonus 2nds, 1 bonus 3rd (when he can learn 3rd), and 1 bonus 4th (when he can learn 3rd)

These bonuses are applicable to spells memorized slots or new spells.

If the mage has access to a mage’s library to research, or has access to a new spell/research from a spell book, they can gain new spells.

If the above options are not available they can only increase memorization slots.

A wizard can hold off on accessing those slots or learning new spells until the character can get to a mage’s library to research. Similar to gaining WPs or NWPs and holding onto them until the next level up comes along.

Any AD&D/2e source books are okay for picking spells.

New original spells must be researched and experimented in order to gain and as such requires a dedicated time period of focus.

Temporary items:
In some areas, it will not be uncommon to find wizards and wizard shops who generate income by creating ‘temporary’ items. Items that have a limited amount of uses and when spent can be ‘recharged’.

A peculiar magic business thrives in Frontier. Controlled and monitored closely by the wizard’s guild, utilizing the spell Ambulate object, a horseless chariot, wagon, or cart can be created.
Legs must be fashioned by a smith or some other manner. These are then attached to a chariot or platform in addition to a set of controls (in the case of chariots and wagons, consisting of two vertical rods set side by side enabling a form of differential steering. Workbenches or smaller items can be led by a ‘leash’ or verbal commands.) The horseless object must then have the spell ‘Ambulate object’ permanently cast upon it. These have become quite popular with merchants reducing cost and farmers wishing to utilize what was once horse grazing and boarding area, for larger growing/harvest space. Also, what the horseless ambulate lacks in speed or agility it makes up in endurance. The ambulate will not tire, get sick, or require food. It will however require some maintenance occasionally for everyday wear and tear. Not all ambulates are transport related, there are shops that sell walking tables, chairs, torchbearers, book stands, inkwells, anything a person may wish to have legs and come when called can be ‘ambulated’. Some artisans have walking carts for wares, farmers have walking wagons or plows, blacksmiths have walking anvils and toolbeds, other prefer personal chariots or seats ranging from a 1 man chariot (axel/belly 2’ from the ground) to multiple personnel carrier (axel/belly 4’-7’ from the ground.) Naturally cost increases as speed, size, and encumbrance are necessitated. Once per year there is a tournament festival centered around the ambulates. Racing, jousting, design competitions, merriment etc, abound for days.
Some small ambulates have started to become valuable exports in other cities. Although, because of the monopoly the Frontier wizards guild has regarding the spell ‘ambulate object’ most owners of a larger ambulate do not travel far outside Frontier with them. This is most likely due to fear having the ambulate require repair and no access to a Frontier wizard guild mage available.
The spell Ambulate object was discovered by Guardian human mage Marcetheus on a planet called Jakandor in a crystal sphere outside of Realmspace. It is a highly guarded and highly secret spell known only to a few within the Frontier wizard’s guild.

These spells are known only to the high level members of the Frontier wizard’s guild and the Rockseers mage council.

1st level
Create shard of control
2nd level
Sonic Image
Repair Machine
Protection from interruption
Improved Concentration
Detect Charming
Bone to steel
3rd level
Remote Document
Galvanic Amnesia


Owl Messenger
Level 2 Spell
(Alteration, Phantasm)
Range: Special Components: V, S, M
Duration: Special Casting Time: 2
Area of Effect: Special Saving Throw: None

Using the Owl Messenger spell a wizard creates a magical owl with which he may send a written message of up to 3 pages to any person or entity on the Prime Material plane. Items may not be transported, regardless of weight. The location of the recipient must be known and the owl can travel a total of 900 miles in 24 hours as it does not need to rest or sleep. As the spell is intended for mundane correspondence, the contents of the message are not protected unless otherwise enchanted. The owl has 1d4 hit points and is susceptible to attack with an AC of 1. There is a 5% chance the owl may be intercepted or destroyed en route through natural circumstance (attacks from other predators, hunters, etc.). The owl is of normal appearance with a slight magical sheen. Once it’s reached it’s destination, the owl will perch and squawk to the recipient, then drop the message and depart, vanishing as it goes. 1 Object transformed to cloth by the spell Item may be also be transported in place of a written message.(Material component of this spell is a feather of the desired species of owl.) courtesy of Joettle

Homing Beacon
Author: Andrew Hamilton
Level: Magic-User 1
Components: V, S, M
Range: touch
Casting Time: 1 segments
Duration: 1 hour/level
Saving Throw: none
Area of Effect: see below
This spell was developed by a magic-user who often lost his way in the wilderness. Later, the spell gained popularity with magic-users who explored the Halls of Fate and the many
dungeons connected to those ruins; this spell helping them determine which way to head for home after triggering a exit teleport. The spell’s effects are quite simple, when cast it
gives the magic-user a sense of the direction to travel to get “home”, as well as a sense of the distance (generally a few miles, a score of miles, hundreds of miles). This is like a compass, so if a magic-user has to deviate around terrain obstacles, he will always be able to determine where “home” is. For the purposes of the spell, “home” is a location where the spell caster has placed a rune or mark or some type. The mark must be placed on a structure or the ground; placing it on a mobile item (like a ship, wagon, etc.) will cause the spell to fail. The need to place a mark as a focus limits the usefulness of a Homing Beacon spell scribed on a scroll, as the Homing Beacon’s mark must be set at the time the scroll is scribed. Thus, a Homing Beacon scroll found in a dungeon may lead to the tower of a long dead wizard, etc. The material component of this spell is a feather from a homing pigeon.


Guardians of the Frontier Jayph