Many spells, especially the more unique ones, will be known only by a single order or individual researcher. The order or sorceror is likely to jealously guard their personal spells. Trading of spells between orders might occur, but is likely to be the subject of long negotiation. Spells that are known only by their original researcher might be given to the order that the researcher belongs to, or it might be kept private until the researcher’s death, when the order searches their lost member’s spell books. In the case of unaffiliated sorcerors who die, original spells might be lost for years until an adventurer recovers the lost spell books. Such lost books are likely to be the stuff of legend among sorcerors.
Of course, any individual sorceror may choose to share their private spells with any other sorceror. Orders and guilds are unlikely to condone such actions with respect to spells that are unique to the order. Depending on the importance of the spell, sharing may be forbidden on penalty of death—or worse. Sorcerors have strange imaginations. Orders might consider private spells of members which have not yet been shared with the order to still be subject to their rules on sharing or trading spells.
- How spells work
- How spells work in Arcane Lore: Spells
- Levels of Magic
- There are up to eighteen levels of spells, possibly more in some campaigns. Spells in games like Dungeons & Dragons, that run from levels one to nine, may often be used with Gods & Monsters by doubling their spell level and then possibly subtracting one.
- Schools of Magic
- Schools of Magic in Arcane Lore: Spells
- Spell details
- Spell details in Arcane Lore: Spells