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====Spells and Spellcasting==== '''No Wizards''' Middle-earth is a world of magic, but magic was not meant for mortals. Gone are the Wizards, the legendary Istari, with their lore and knowledge. Gone also are the Elves, to whom the Art was a natural part of their lives and their society. No specific edges are required for spellcasting, nor are there any spellcasting-exclusive skills. Anyone with sufficient willpower, intelligence, and access to certain information may learn some spellcasting. True power, however, is reserved for the determined and the mad. '''Spells''' Spells are strange and singular. Although they use the standard rules for powers, each spell is unique; there is no general fireball or magic missile. Many spells have unusual trappings, require strange components, or come with weird drawbacks. '''Learning Spells''' In ''Nameless Things,'' learning a spell is simply a matter of finding and studying it. Spells can be found in ancient grimoires, or carved on stone tablets, or etched into plates of metal buried in forgotten vaults. Analyzing and understanding a written spell requires a Morgal roll and, if successful, a Sanity roll as well; both rolls take a penalty equal to the spellโs rank. It takes time to comprehend and memorize the unhuman words, intricate gestures, and delicate manipulations of energies associated with spellcasting, typically a number of days equal to 1d6+1 per rank of the spell (2d6+2 for a Seasoned, spell, etc). If either roll is failed the potential spellcaster can try again, but must re-study the spell for the full duration. Only one person at a time can study a spell from a single source. '''Casting Spells''' Spellcasting follows the usual SWADE rules, using the Dynamic Backlash and No Power Points options. Morgal is the arcane skill.
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