Spell Casting
For help adding spell VTT text and side macros to a character sheet, see VTT Integration.
VTT Text and Macros
Many spell entries include text meant to be copied directly into a virtual tabletop. A VTT Macro Description is the main text placed in the spell's description field. A Side Macro handles something used after the spell is already active, such as a repeating effect, retaliation, or later save. A VTT Number of Dice formula goes in the sheet's dice field and tells it how many dice the spell rolls. For where each piece goes and how to set up token actions, see VTT Integration.
Basics
Magic Types
Spells come in four varieties: Arcane, Divine, Nature Magic, and Generalist. If your progression does not grant access to Arcane, Divine, or Nature Magic spell lists, you instead cast from the Generalist list, which borrows from the other three types.
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Arcane: Arcane spells draw on general magical energy and tend to be flashy and forceful. They are typically derived from knowledge, willpower, or raw gumption. Some treat arcane magic like a science, others like an art. Arcane traditions are often associated with cities and formal study.
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Divine: Divine magic is power channeled through a mortal by deities or divine forces. This does not require worship of a single god; a sufficiently fervent or “useful” person may unknowingly serve as a conduit for multiple powers.
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Nature Magic: Nature Magic is drawn from deep attunement to the living world and its patterns. Nature Magic casters shape plants, stone, beasts, weather, and other primal forces through empathy and practiced communion with their environment.
Types of Spell Preparation
Known Spell
A known spell does not need to be prepared and does not need to be in a spellbook at the moment of casting. You still must expend a spell slot of the spell’s level to cast it.
If you have prepared spells (see below), you may also cast a known spell by sacrificing a prepared spell of the same spell level (the prepared spell is lost, and the slot is expended).
Known spells are gained through level progression, definitions, and/or feats.
Prepared Spell
A prepared spell is one stored in your spellbook (or equivalent) and prepared during a rest period. A caster can also prepare a single spell from their spellbook by spending 5 minutes. A prepared spell can only be cast as many times as you prepared it.
You cannot prepare more spells of a given level than your available spell slots for that level.
Caster Level
Unless a rule says otherwise, your caster level equals your Hit Dice.
Spellbook
Any character with spellcasting begins with a spellbook (or an equivalent method of storing spells) at no cost. It does not need to literally be a book; it just needs to store spells.
A spellbook stores 100 pages of spells. A spell takes pages equal to its spell level (minimum 1 page).
Adding a spell to a spellbook typically costs 10 × the spell’s level in GP (minimum 10 GP). The Definition Master may adjust prices.
Primary Mental Attribute (PMA)
All spellcasting derives effectiveness from a Primary Mental Attribute (PMA): Intelligence, Wisdom, or Charisma. Your PMA is chosen at character creation and cannot be changed later unless a rule explicitly allows it.
PMA modifier
The modifier for your PMA.
Spells per Day (Spell Slots)
A character has a number of spells per day (spell slots) as determined by your progression chart and the bonus spell chart based on your PMA modifier. Your progression chart determines the highest spell level you can cast at your current Hit Dice; bonus spells cannot grant access to spell levels your progression does not yet allow.
Note: On spell charts, a value of 0 means you do not receive base slots of that level from your progression, but you can still cast spells of that level if your PMA modifier grants bonus slots. A "–" means you cannot cast spells of that level.
Minimum PMA to Cast
To cast a spell of a given level, you must have a PMA score of at least 10 + the spell’s level. Example: A 5th-level spell requires PMA 15.
Spell Save DC
When a spell calls for a saving throw, the DC is: 10 + spell level + PMA modifier + Spell Proficiency + other modifiers.
Spell Casting Components
Material Components [M]
Spell components come in a lot of varieties and are consumed on the use of the spell. Most are very inexpensive and can be assumed purchased when, 'refilling your spell component pouch.' Any component that costs 1 GP or more must be specifically purchased and held within your inventory.
Spell Focus[F]
A spell focus is an object, sometimes required by spells, that helps the caster use their spells. If a focus has 10x the value of a material component, the spell can be cast without the material component. Focuses tend to be staves, orbs, wands, holy symbol, crystals, or anything that is thematic to the caster. A focus must be held in the off-hand or primary hand to be used.
Somatic[S]
Somatic components require freedom of motion. If your hands/arms are restrained, pinned, bound, or otherwise controlled such that you cannot perform deliberate gestures, you cannot cast spells with somatic components.
Verbal[V]
Most spells have verbal components. These are incantations, holy recitations, or other vocalizations. If you cannot speak audibly (such as while silenced, gagged, choking, or otherwise unable to vocalize), you cannot cast spells that require verbal components.
Casting a Spell
To cast a spell, take the spell’s listed action (immediate, swift, standard, or full-round), expend the appropriate spell slot, and resolve the spell.
If the spell requires an attack roll, make the required attack roll and resolve it using the normal attack rules for that attack type.
If the spell allows a saving throw, the target attempts the save.
Full-round spells complete at the start of your next turn.
Line of Sight and Line of Effect
Some spells require line of sight (you can see the target), line of effect (an unobstructed path for the spell to reach the target), or both. Spell entries specify when these apply.
Spell Proficiency
Spell proficiency applies to spells, spell-like abilities (Sp), and supernatural abilities (Su) as follows:
- Spell Save DC: Add Spell Proficiency to your spell DCs.
- Spell Attack Rolls: Add Spell Proficiency to spell attack rolls, including touch attacks.
- Damage/Healing/Warding Dice: Add Spell Proficiency as a flat bonus per die rolled.
- Weapon-Modifying Spells: Spell Proficiency does not apply to the attack or damage rolls of a weapon modified by a spell, unless that spell explicitly says otherwise.
Example: A spell dealing 5d6 with Spell Proficiency 2 becomes 5d6+10 (plus PMA modifier if applicable).
Spell Resistance
Spell resistance functions like a defensive threshold against magic.
If a spell is subject to spell resistance and the target has SR, the caster makes a spell resistance check: 1d20 + caster level + other modifiers.
If the result meets or exceeds the target’s SR, the spell affects the target normally. If it fails, the spell does not affect that target.
Concentration
Concentration is the ability to cast spells or maintain ongoing magical focus under pressure. Concentration checks use the Concentration skill.
When a concentration check is required, the DC depends on the situation:
- Damaged while casting: DC = damage dealt
- Grappled: DC = 10 (DC = 20 if pinned)
- Distracted: DC = 15 + modifiers the Definition Master applies
- Casting defensively: DC = 10 + spell level
- Other cases: as specified by rules, spells, or abilities
If you fail a concentration check while casting a spell, the spell fails and the spell slot is spent. If you fail a concentration check while maintaining a concentration spell, the spell ends.
Concentration Duration
Some spells have a duration of “Concentration” or “Concentration (max X rounds).” While maintaining such a spell:
- You may take move actions and other non-casting actions normally.
- Casting another spell with concentration as duration ends your current concentration spell unless a rule explicitly says otherwise.
- If you are struck, grappled, or otherwise disrupted, you must make a concentration check as appropriate. On failure, the spell ends.
Spell Casting while Grappled
While grappling, as a defender or aggressor, you cannot provide somatic components and therefore cannot cast spells that require them. You may still cast spells with no somatic component, or cast a spell that normally requires somatic components by applying Signless Spell (or another effect that removes the somatic requirement). All other casting requirements still apply (such as being able to speak for verbal components and being able to access any required components/focus).
Casting Defensively
A caster can cast defensively, but it is a slower process. It can only be done with swift action spells or standard action spells. If it is a swift action, it becomes a standard action, and if it is a standard action, it becomes a full-round action. In exchange for this, the spell can be cast without provoking an attack of opportunity. Immediate action spells are unaffected by casting defensively and can be used normally.
When casting defensively, you must succeed a concentration check (DC = 10 + spell level). On a failure, the spell fails and the spell slot is spent.
Meta Magic
Metamagic alters spells. Metamagic feats increase the spell slot level required to cast the modified spell.
Example: A +1 metamagic applied to a 1st-level spell requires a 2nd-level spell slot.
Only one metamagic may be applied to a spell unless a rule explicitly allows more.
Heightened Spells
You may cast a lower-level spell using a higher-level spell slot without a feat. This increases the spell’s save DC as if it were a spell of the higher slot level.
Example: Venom Dart cast using a 9th-level slot has DC 19 + PMA modifier + Spell Proficiency (instead of DC 11 + PMA modifier + Spell Proficiency).
Simplex Spells
All casters get spells they can cast at their whim. These are spells so simple they take little to no energy to use. In essence, they only do one thing and do not do very much damage or healing overall. Most effects are limited, so when creating these bear this in mind.
Simplex spells are divided into Arcane, Divine, Generalist, and Nature Magic and are selectable in accordance with the kind of magic a character can cast. These can always be changed when leveling up. Feats can also be selected to gain further Simplex spells.
In general Basic casters have 2, Standard casters have 3, and Advanced casters have 4.
Be sure to read notes, as some take a long time to cast despite being simple.
All DCs for these spells are 10 + Primary Mental Attribute Modifier + Spell Proficiency
Advance Simplex Spells
Some definitions allow the use of advanced simplex spells which are more powerful than their standard counterparts. These are typically found in wands, staves, and magical items and not typically learned by people. The DC they have are still calculated like a normal simplex spell.