All use of magic is termed sorcery. Any class may employ sorcery, but magic-users, clerics, and elves will always surpass other classes in this pursuit. The use of sorcery requires the sorcerer to have memorized the spell to be cast. Upon casting, the memory of the spell vanishes from the sorcerer’s mind.

Memorizing Spells

Magic-users, clerics, and elves can memorize spells according to their spell progression charts by spending 1 hour in contemplative study or meditation. The spells to be memorized must be recorded in their spellbooks (q.v.), and these spellbooks must be at hand.

In addition, any class can memorize any spell by meeting the following requirements: First, the sorcerer must have access to the written text of the spell, and be able to comprehend it. Second, the sorcerer must spend 1d6 hours per spell level in contemplation, study, and ritual. Third, the sorcerer must expend spell components (q.v.) appropriate to the level of the spell. These components are always lost. When all of these conditions have been met, the sorcerer will have memorized the spell and be ready to cast it.

At the end of the day (or the end of the adventure), all memorized spells are forgotten.


Magic-users and elves upon attaining 1st level, and clerics upon attaining 2nd level, may automatically add spells to their spellbook in accord with their spell progression charts. The first spell of each spell level that a magic-user or cleric adds to their spellbook must come from the spell list for their class. Elves are under no such restriction.

Sorcerers of any class may attempt to copy discovered spells into a spellbook through research, provided the sorcerer is able to read the language in which the spell is written (most spells are written in the language of dragons). The period of research is 2 weeks per spell level, at a cost of 100 gp per week. The use of the Read Magic spell abbreviates the research period to 1 week plus 1 day per spell level with a cost of 10 gp per day.

At the end of this period, the sorcerer must take an Intelligence test (for magic-user spells) or Wisdom test (for cleric spells). Failure means the spell will never be learned. An indeterminate result means that the sorcerer can try again after another period of research.

Spell Components

The cost of spell components and their rarity are given below. Rarity is a factor from 1 to 5, representing its chance in 6 to find the components in any given marketplace. (Larger cities will have multiple marketplaces in which to search.)

Spell level Rarity Cost (gp)
First 5 10+1d6
Second 4 20+1d10
Third 3 50+1d20
Fourth 2 200+1d100
Fifth 1 500+1d400
Sixth 1 1000+1d1000