Concentration. Casting a spell requires uninterrupted concentration. Additionally, some spells require continuous concentration to maintain for as long as they are in effect. While concentrating to maintain a spell, you can move, but you cannot take any other standard action without a risk of disrupting the spell. It is impossible to cast a second spell while already concentrating on one.
Verbal components. Casting a spell requires the caster to chant (or mutter, intone, shout, cackle, etc.) a magical incantation while concentrating on the spell. Bards often sing the words of their spells, or accompany them with a stringed instrument.
Somatic components. Casting a spell also involves motion and gestures. It is almost impossible to cast spells while tied up or while held in the jaws of a monster. Arcane spells require especially precise gestures, making them difficult to cast while wearing armour.
Arcane material components. Casting an arcane (Witch or Wizard) spell requires a small piece of material related to the spell’s intended effect. For example, a bit of ash could be used to cast a fire spell. These components are not consumed except in special cases.
A good way to keep your material components close at hand is to hide them within the core of a hollowed-out staff or wand. You might also bind your components onto bracelets, hide them in pockets of your clothes, and so forth.
A spell is normally designed around a specific component when it is researched and prepared. Different components result in subtle differences in the effect produced. For example, a light spell based on a sapphire might shed a cold blue light, while a similar spell based on a dried firefly might shed a warm but wavering yellow glow.
You can choose which material component you use for each of your spells. Once you have learned to cast a spell with a specific component, you will use the same component each time. Arcane spellcasters avoid using the same component for multiple different spells, in order to keep a clear mental connection between each spell and its component.
Divine focus components. Cleric and Druid spells do not require material components per se, but do require some symbolic focus object. For a cleric, this is commonly the holy symbol of the cleric’s god (which may be emblazoned on a shield or weapon). A druid may use an oaken staff, or sprigs of holly and mistletoe. Normally, the same focus object may be used for all spells. However, some divine spells do require (and consume) special materials such as incense or powdered gemstones.
XP Cost. Some spells, especially those with a permanent effect, require a payment in XP to cast. This represents spiritual energy invested in the spell.
It is tiring to concentrate on a spell for an extended period of time, all the while performing the required verbal and somatic components. We will assume that spellcasting is about as tiring as walking. This means you need to begin making Endurance checks after 8 hours of concentration, or 4 hours of walking plus 4 hours of concentration, etc. There is no added penalty for walking and concentrating at the same time. If you fail an Endurance check, the spell ends in addition to the usual consequences.
Standard action (default). You can cast this spell as a standard action on your turn in combat. The spell takes effect on the same turn that you start to cast it. This is the default casting time for spells when not otherwise listed.
Reaction. You can cast the spell as a reaction in combat, even if it is not your turn. You can also cast a reaction spell as a normal standard action if you desire. These spells are so fast and easy to cast that they do not provoke attacks of opportunity.
Minutes or hours. Some spells take an especially long time to cast, as specified. Such a spell is really more of a magical ritual than a regular spell. While casting such a long spell, you must stay in one place (aside from ritual pacing), and any object or subject involved in the spell must remain close at hand.
A spell’s range determines what targets it can affect.
Personal. The spell affects only you, the caster.
Touch. The spell affects the next creature that you touch (which may be yourself). You can touch a creature as part of completing the spell; a separate action is not required.
If you wish to touch a hostile creature, you must succeed on a mêlée touch attack. You can make one such attack as part of completing a spell. If the attack roll misses, you can hold the charge in your hand and try again when you use an attack action. You can keep trying until you hit, dismiss the spell, or cast a different spell. While your hand is charged with a dangerous spell, you count as armed, so your touch attack does not provoke an opportunity attack in response.
Short Range. Up to 30 feet.
Medium Range. Up to 60 feet.
Long Range. Up to 120 feet.
Ray. A ray spell requires a ranged attack roll against the target’s Touch AC. You can make this attack as part of completing the spell. If the attack misses, the spell is wasted.
At the referee’s discretion, even a spell that is not listed as a ray may require a ranged attack roll if it is aimed through a narrow space at a distance. A classic example is attempting to shoot a fireball through an arrow slit to hit archers on the other side.
Area of Effect. Some spells list an area of effect. The area is separated from the range with a slash, for example: short range/30-foot radius. Normally the area is circular and centred on the target point.
A spell’s duration determines how long its effects last. You can also dismiss your own spell as a standard action before the end of its natural duration, provided that you are within the normal range of the spell.
No listed duration. Spells with no listed duration are effectively instantaneous. Such a spell cannot normally be dispelled, since whatever effects it leaves are no longer magical.
1 round. Once it takes effect, the spell lasts until just before the start of your next turn.
Concentration. Once the spell takes effect, it lasts only as long as you concentrate on it.
Until save. The spell remains in effect until the target succeeds on a saving throw as indicated. If not otherwise specified, such a saving throw is attempted once each round at the end of the affected creature’s turn.
10 minutes. The spell lasts for 10 minutes. Generally, it should be assumed that a full combat encounter takes 10 minutes (between the fight itself and the time afterwards to bind one’s wounds and catch one’s breath).
Hours, days, etc. As implied.
Until dispelled. The spell lasts indefinitely, unless broken with some other magic such as the dispel magic spell. Some spells cannot be dispelled with dispel magic, but may still be dispelled with another spell such as break enchantment or remove curse.
Any saving throw offered by a spell will be specified in the spell description. The DC for a saving throw against a spell is determined by:
10 + caster’s spellcasting ability score + spell slot level
If a spell affects multiple targets, each target makes its own saving throw independently.
Negates. A phrase such as “Will negates” or “Fortitude negates” indicates that the spell has no effect against a target that makes a successful saving throw of the specified type.
Halves. A phrase such as “Reflex halves” means that a subject that makes a successful saving throw is still affected, but only takes half damage. Roll all the damage dice as usual, then apply only half the total to any creature that saved.
No Save. If only part of a spell’s effect can be negated on a saving throw, the part that cannot be negated may be indicated with the phrase “no save.” This phrase may also be used simply to draw extra attention to the fact that a spell offers no saving throw.
Repeat each turn. This phrase indicates that the subject of the spell can make a new saving throw at the end of each of its turns, ending the spell’s effect on itself on a success.
Many spells, especially Bard spells, can create magical illusions. Illusions may look, sound, smell, or even feel like real objects, creatures, and other phenomena.
Most illusion spells do not grant a saving throw. It is up to you to recognize an illusion based on clues such as its failure to interact physically with objects around it. Even knowing that something is an illusion does not make it appear less real, though once you are looking closely you may notice flaws and imperfections. If you’re sure something is an illusion, your best bet is to ignore it and pretend it isn’t there. If you’re uncertain, ask your referee questions about how the suspected illusion looks, sounds, acts, and so on.
When monsters or NPCs interact with an illusion, the referee may have them make Intelligence checks to see if they recognize it for what it is.
Spellcasters often add their own touches to familiar spells, just as different singers sing their own versions of famous songs. You may decide the details of the spells you can cast. For example, your magic missiles could look like glowing green arrows and make a zinging sound; or they could look like balls of purple shadow. Your changes to a spell may be merely cosmetic, or may include substantive changes to a spell’s effects, provided that the overall power level of the spell is not appreciably changed. For example, you could decide that your fireball spell creates a bouncing ball that explodes on its third bounce, rather than shooting in a straight line and exploding on impact.
Once you have learned to cast a spell a certain way, it normally remains the same each time you cast it. If you feel the need to keep tinkering, you can make modifications to your spells during a week-long rest.
No roll is normally required to cast a spell. However, when you attempt more unusual or difficult feats of magic, a Spellcraft check may be required. A Spellcraft check is:
1d20 + Caster Level + Spellcasting Ability Modifier
Caster level refers to your level in the relevant class. For example, when casting a Wizard spell, this is your Wizard level.
Ability score. Your modifier for your spellcasting ability. For example, when casting a Wizard spell, this is your Intelligence modifier.
Results of failure. Generally, a failed Spellcraft check means your spell is lost. If it was ongoing, it ends; if you were in the midst of casting it, it fizzles and the spell slot is wasted.
A Spellcraft check is required to cast a spell under adverse circumstances.
Circumstance |
Spellcraft DC |
---|---|
Vigorous motion (riding a horse, ship in a storm) |
10 + twice spell level |
Casting without speaking verbal component aloud |
10 + twice spell level |
Grappled or restrained |
20 + twice spell level |
Covered in insects |
20 + twice spell level |
Target has spell resistance |
Depends on target |
The following circumstances apply only to witches and wizards.
Circumstance (Witch or Wizard only) |
Spellcraft DC |
---|---|
Substitute a different material component |
10 + twice spell level |
No remotely appropriate material component |
15 + twice spell level |
If multiple circumstances apply, make a single Spellcraft check. To determine the DC, start with the highest applicable DC, then add 5 for each other circumstance that applies.
A Spellcraft check is required to maintain your concentration if you take damage while casting a spell or concentrating to maintain a spell. The Spellcraft DC is equal to 10 + twice the spell level, or half the damage taken—whichever is higher.
A Spellcraft check may be used to identify a spell that you observe another character in the process of casting. In this case, the relevant class and ability score are those that the caster is using. For example, to identify a spell cast by a cleric, you would make a Spellcraft check using your Wisdom modifier and your own Cleric level (if any).
The DC is 10 + twice the level of the spell you are trying to identify. Identifying a spell does not require an action.
When you cast a spell, you can “bend” it to modify its effects on the fly. This cannot make a spell significantly more powerful, but can cause it to behave differently than it normally does when you cast it. Many types of change are possible. You could change a spell’s shape, delay its detonation, alter its appearance, or make it affect something other than its usual target. For example, you could cause a fireball to explode on only one side; or use a hold monster spell to arrest the momentum of a falling rock.
Bending a spell requires a Spellcraft check. The DC is determined by the referee, based on the extent of modifications you propose. The standard DC of 10 + twice the spell level is typical for minor modifications. On a failure, the spell behaves normally.
As a reaction, you can try to counter another caster’s spell with your own. To do this you must usually first use a Spellcraft check to identify the spell being cast. You could try counterspelling on the basis of a hunch, but you might waste your counterspell if your hunch was wrong.
To counter a spell, you must use a spell that you have available to cast. This spell is cast as a counterspell, rather than for its usual effect. You can cast a counterspell as a reaction, even if its casting time is normally higher.
To act as a successful counter, your spell must be cast using a slot of the same level as the one you wish to counter or higher, and must also be one of the following:
The same spell as the one you wish to counter
A diametrically opposite spell (e.g., any ice spell to counter a fire spell)
If these conditions are met, the two spells cancel out. If you use a spell that is only partially appropriate (only debatably an opposite), the referee may call for a Spellcraft check. Whether or not you succeed, the spell slot you used to cast the counterspell is spent.
Metamagic is the art of modifying spells to improve their effects. The basic principle is that a spell’s power may be increased by casting the spell at a higher level. For example, fireball is normally a third-level spell that deals 5d6 damage. By casting it as a fifth-level spell, the damage may be increased to 9d6. Of course, this requires a higher-level spell slot.
Any spellcaster of third level or higher may use metamagic. Metamagic is applied at the moment when you begin casting a spell.
The following metamagic effects are available. The number in parentheses indicates the cost of the effect—that is, how much the spell’s level must be increased to apply the effect. The same metamagic effect may be applied more than once, increasing the spell level each time and re-applying the effect to the new modified value.
Boost (+1). This effect can only be applied to a spell that affects a number of creatures based on their hit dice (e.g., sleep, turn undead, summon nature’s ally). The total HD of creatures affected is increased by 2. If there is a maximum HD per single target, this is increased by 1.
Communal (+1). This effect can only be applied to a spell that grants a beneficial effect to one or more friendly creatures (e.g., cure wounds, invisibility, fly). The number of creatures that may be affected is doubled.
Distant (+1). This effect can only be applied to a spell with a range of 30 feet or more. The spell’s range is doubled.
Extend (+1). This effect can only be applied to a spell with a duration specified in rounds, minutes, hours, or days. The spell’s duration is doubled.
Intensify (+1). This effect can only be applied to spells that deal damage using a dice roll. The number of damage dice is increased by 2. For example, a spell that normally deals 3d6 damage would instead deal 5d6.
Tie Off (+2). This effect can only be applied to a spell whose duration is based on concentration. The spell’s duration is increased to 10 minutes, and the spell does not require concentration to maintain. Any other special conditions required to maintain the spell apply as normal. A tied off spell cannot have its duration affected by other metamagic.
Reify (+1). This effect can only be applied to a spell with a range of touch. The spell may now instead be used at short range on a willing target, or fired at an unwilling target as a short-range ray. (Once a spell has been reified, its range is 30 feet, so the Distant metamagic can be applied to further increase its range.)
Widen (+1). This effect can only be applied to a spell that spreads to affect an area (e.g., dark fog, fireball). The horizontal radius of the area is increased by 10 feet.
Spell-specific effects. Some metamagic effects have unique effects on certain spells. Such effects are listed at the end of the spell’s description. The effect listed in the spell description supersedes the normal effect of that metamagic.
You are permitted and encouraged to create your own spells. Why live all your life in the shadows of Murphy and Morglain? The procedure for spell research is as follows.
Discuss the spell with your referee. Together, agree on the spell’s effects and what level the spell should be.
You must spend a week-long rest working on researching the spell. To cover the costs of your research, you must spend 50 sp times the square of the spell level.
Make a Spellcraft check with a DC of 10 + twice the spell level. If you succeed, the spell works! Otherwise, more research is required; return to step 2.
Spell level |
1st |
2nd |
3rd |
4th |
5th |
Cost to research |
50 sp |
200 sp |
450 sp |
800 sp |
1250 sp |
Once you have developed a spell, you can share it with other characters if you wish.
Replicating a spell. If you have seen a spell cast by another member of your class, but do not have access to a written copy, you can attempt to replicate the spell through research. This follows the usual procedure for spell research, but you gain a +2 bonus on your Spellcraft check.
The Mythical Wizard-Week. Multiple spellcasters of the same class can collaborate on a spell research project. Each additional researcher adds one week to the time required, increases the cost proportionately, and adds a +1 bonus to the final Spellcraft check.
Unbalanced spells. At the referee’s discretion, a spell that proves itself too weak or too strong for its level may need to be adjusted. This will hopefully be a rare occurrence.
Spells you research must fit broadly within the theme and parameters of your class.
Bard. The bard’s spells are usually tricks, illusions, and enchantments. They work on the mind and the emotions. They sometimes have a theatrical element as well.
Cleric. The cleric’s spells are miraculous gifts that heal and aid their recipients. Some of them also have a symbolic character. The bless fire spell, for example, serves not only as a source of light, but as a symbol of enduring divine presence. Clerics have no spells below fifth level that deal damage directly, except against undead and unholy creatures.
A cleric can research and cast spells that are directly related to his or her deity’s portfolio, even if they do not fit within the normal parameters for Cleric spells.
Druid. The druid’s spells reflect a close affinity with nature. They usually draw upon or intensify natural forces that are already present, rather than summoning things out of nowhere. Druid spells may also provide protection against natural hazards, or allow creatures to gain characteristics typical of animals or plants.
Witch. The witch’s powers come from traffic with spirits. Witch spells can call up extraplanar beings, gain power over creatures through their fears and desires, or imbue inanimate objects with a semblance of life. Additionally, the witch is a cunning practitioner of divinations and transformations, and of spells that bring good or bad fortune.
Wizard. A wizard’s magic is really a kind of science—a mad science, but a science nonetheless. Wizard spells are good for the manipulation of forces and elements, the creation of lights and sounds, the transportation of objects, and the transmutation of matter into different forms. Wizard spells cannot create or sustain life, except in crude mockery. Wizard spells that work upon the mind do so bluntly, like a drug.
Here are a few notes about what types of spells should and should not be researched.
Cross-class spells. You can research a spell from another class’ spell list if it fits within the parameters of your own class as described above. In this case, you are not literally learning the same spell as the other class, but replicating its effects within your own magical tradition. Access to the original spell is not helpful for this type of research.
Spells from other sources. If you have a favourite spell from a book, a film, or another game, you are more than welcome to research it. However, keep in mind the advice below.
Practical spells. The most practical spells are those that spring directly from your adventuring experience. When you’re stumped by an obstacle, or tired of crossing the same stream again and again, then it’s time to invent a new spell.
Fun spells. The most fun spells are those that interact with the fictional world, not only with rules and attributes. Think of spells like silence, entangle, gaseous form, and transmute rock to mud. These spells are fun because their mechanical effects are a direct translation of an interesting physical effect into game terms. One might easily take inspiration from the many fun variations of physical behaviour found in physics puzzle video games.
Numerical combat spells. Spells that give purely numerical combat bonuses are discouraged (e.g., a spell to give a bonus to attack rolls). These spells rarely make the game more fun. Once you have such a spell, you will feel obligated to cast it all the time, not wanting to enter combat without your “buffs” active. Then the referee will feel obligated to provide monsters with larger numbers to maintain the balance of the game, and nothing at all will be accomplished except wasting your turns and spell slots, and making us all spend more time calculating modifiers.
Aside from spell research, there are several ways to learn new spells. Regardless of the method, you can only learn spells suitable for your class, and of a level you are able to cast.
From another spellcaster. You can learn spells from another spellcaster of your class, provided the other spellcaster is willing to teach you. Learning a spell in this way takes one day per level of the spell.
From a written source. You can learn a spell from a written source, such as a spellbook. If the source is clearly written and complete, you can master the spell automatically with one day of study per spell level. If the source is unclear, incomplete, or obfuscated, a Spellcraft check may be required to learn the spell. If the source is written in an ancient language, a Decipher Script check may be required.
From a scroll. A magic scroll is a special type of written source that can be used to cast a spell a single time without using a spell slot. To enable this, the spell must be written in a compressed form and imbued with magic at the time of its creation. Deciphering a scroll to learn the original spell requires a week of study and a Spellcraft check with a DC of 10 + twice the spell level. Whether or not the check is successful, this process uses up the scroll’s magic, causing it to crumble to dust