Chapter 5: Spellcasting
The basis of all spellcasting is the cantrip—they are core spells that spellcasters can cast as easily as a fighter can wield a sword. When you gain a spellcasting feat, you’ll either be given specific cantrips you can cast or can choose cantrips from the Arcane, Primal, Divine, or Psionic spell lists. Cantrips each belong to a different school of magic. Charms may also belong to a school of magic—applying a charm to a cantrip changes its school of magic. The schools of magic are:
| School | Typical Effects |
|---|---|
| Abjuration | Prevents or reverses harmful effects |
| Conjuration | Transports creatures or objects |
| Divination | Reveals information |
| Enchantment | Influences minds |
| Evocation | Channels energy to create effects that are often destructive |
| Illusion | Deceives the mind or senses |
| Necromancy | Manipulates life and death |
| Transmutation | Transforms creatures or objects |
Charms
If cantrips are the foundation of spellcasting, charms are the flourish. Charms let you change how a cantrip behaves, typically by changing who you can target with a cantrip or the effects of casting the cantrip. Each charm is associated with a number of cantrips and has one or more tags associated with it—you can only use one charm of a given tag when you
- Targeting
- Retains the effect(s) of the base cantrip, but changes how to target the spell.
- Effect
- Retains the targeting (range, creatures affected, etc…) of the base cantrip, but changes the effect that happens, including if damage is done at all.
- Trigger
- Retains the effect(s) and targeting of the base cantrip, but changes the circumstances with which the spell can be activated.
- Metamagic
- Retains the effect(s) and targeting of the base cantrip, but changes how it can be cast.
For instance, you can use the Blast charm, which is a targeting charm, and the Move charm, an effect charm, together when casting a spell, but not the Blast charm and the Spray charm, because they’re both targeting charms. Charms can be added to a cantrip on the fly—you don’t need to decide how you want to combine them up-front. Whenever you see “spell” across the rules, it refers to either a cantrip cast on its own, or a cantrip cast with charms.
You can only have one charm with a given tag attached to a cantrip at a time—if a charm has more than one tag, it counts as both. Additionally, metamagic charms can only be learned and used if you have a specific feat that grants you access to them.
When you take
Known Spells and Spell Slots
Spellcasters have a repertoire of cantrips and charms they choose when they gain their spellcasting feat. Your spellcasting feat will also tell you what your spellcasting ability is—this is referred to as +SPELL.
Spellcasters typically
Casting Components
Unless otherwise stated, all spells have two components when you cast them: specific words chanted to call forth the magic, its verbal components, specific movements made to shape the magic and its somatic components. Some spells also require a specific materials used to channel the magic, it’s material components. You must have one hand free to make the somatic movements of a spell unless you’re wielding a conduit in one of your hands.
If you are unable to perform the verbal or somatic portions of casting a spell (like you are bound or gagged, you don’t have at least one hand free, etc…), or you do not have the required material components, you are unable to cast that spell.
Spells also have an AP cost or casting time and a
Conduits
When you gain a spellcasting feat, you also gain proficiency with spellcasting conduits. Conduits are special weapons specifically for spellcasters that let you substitute your +SPELL for attack and damage rolls. Additionally, spells cast through a conduit gain added benefits—a spell can only be cast through one conduit:
- Orb (Extend)
- Spells cast through it have their duration extended by 1 round.
- Wand (Span)
- Spells cast through it have their range extended by 10’.
- Dagger (Assail)
- Allows you to cast uncharmed cantrips as melee attacks using +SPELL for attack and adding +SPELL to damage.
- Staff (Expand)
- Targeting charms cast through it have their size extended by 5’ in one dimension. Requires two hands.
While there are only 4 conduits, you’re encouraged to flavor these for your character. A Druid, for instance, may have a pinecone and willow branch instead of an orb and wand, or a cleric may have mace and a censure instead of a dagger and a staff. Orbs, wands, and staff can be reflavored however a character would like as long as they retain the same statistics. Any simple melee weapon can be used as a “dagger” conduit, using the simple weapon’s game statistics and granting the weapon’s conduit property.
Concentrating on a Spell
If a charm lasts while you concentrate on it, you need to use the
Ritual Casting
Some spells have a casting time—those spells are ritual spells, or rituals for short. In order for you to cast a ritual, you must spend its entire casting time performing the verbal and somatic aspects of the spell.
Spells that neither have a trigger nor have an existing casting time can also be cast as a ritual. To do so takes 10 minutes per AP plus 5 minutes per
Upcasting
You can upcast a spell to a higher level, increasing its potency. Charms and cantrips, if they can be upcast, all include a description of the amount of additional resources (AP,
Some upcasts are written as +N fatigue - Increase by +Y. In this case, you can use this upcast multiple times, each time paying the described cost.
Multiple Spellcasting Feats
As you
If your initial spellcasting feat didn’t grant you spell slots (like a Sorcerer’s Sorcery feat), you instead typically gain