HGd10PHB - Spell Source - Inner Spirit

A spellcaster (or user of a spiritual power or whatever a character calls it) can draw on the power of their own spirit to do powerful things. The mage who has innate magic and channels a portion of their spirit to cast spells, the monk who focuses their spirit to do astounding, mystical moves in combat, or the paladin who draws on their own innate righteousness to ward off evil all use the same source for their power: the spirit.

Mystical Energy Reserve (MYR)
Spiritualists typically benefit from a Mystical Energy Reserve (MYR) and should take that Trait.

Impractical Spell Construction
Those who learn from their inner selves typically don't learn new magic as fast, thinking rather too focus on what they already know. This comes in part from the fact that many of them have to learn in the wild or don't have a teacher that can fully understand them as well as they understand themselves.

Somatic Component
Inner casters use simple trigger movements to cast their spells, which helps them focus and release their spells in a timely fashion. While not as complex as the External casters, these components are still required in most cases. Failure to use a somatic component delays the expression of the spell, the effect from manifesting by one Casting Time category.

Verbal Component
Generally, verbal components are spoken in the caster's native language for Inner Spirit casters rather than a language with a more formal, precise structure such as the External Source caster use. The verbal component is more a part of the trigger and power and has nothing to with the actual shaping of the spell. Failure to use a verbal component reduces the Total Skill Bonus (TSB) by half. This penalty applies before TSB can be converted into additional dice.

Spectrum Limitations
Inner casters often limit themselves to one or only a few different spectra within a single category. They learn variety within those narrow confines because they have to learn less potent spells first before they can move on to more complicated spells within the spectrum. For every spectrum learned outside the first category, there is a cumulative +1 to all Difficulty Scores for all checks made to learn new spectrum.

''For example, Amirith knows all four Spectra from the Primal category, but wants to learn to cast Arcane spells which is in the Deep Category. So learning Arcane has a DS of 31 not 30.''

No Material Components or Focus
The source of power for spells is the self making the need for any other sort of material component or focus unnecessary. Some characters may affect a faux-focus to distract or misdirect enemies, but it is not needed.

Foci or material components may still be used to enhance spells.

Normal Speed
Drawing on the self, with which a character is already intimately familiar with, requires no extra time for spell casting. All spell casting done from the Inner Self source takes the normal amount of time unless modified by other causes.

No Spell Book
Since the source of the spells is the self, the spells are intimately known. Once they are learned, they become a part of the character. There is no need for spell books or other mnemonic devices to relearn spell formulas.

No Backfire
Innate spellcasters are in complete control of the energy and the spell manipulation at all times. When they are interrupted - a rare event in itself - they only lose a bit of their inner reserve. The spell itself has no deleterious effects.

Typical Professions
Typical professions or classes that use the Inner Spirit as the source of their spells or abilities include:

Sorcerers, Bards, Monks, Dervishes, and Paladins.

Navigation

 * Hero's Guild Players Handbook Home
 * Chapter 1 - Creature Kinds
 * Chapter 2 - Base Characteristics
 * Chapter 3 - Skills
 * Chapter 4 - Traits and Foibles
 * Chapter 5 - Physical Combat Skills 
 * Chapter 6 - Mystical Skills
 * Chapter 7 - Equipment
 * Chapter 8 - Crafting
 * Chapter 9 - Knowledge Social and Movement Skills
 * Chapter 10 - Optional Classes