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:

SchoolTypical Effects
AbjurationPrevents or reverses harmful effects
ConjurationTransports creatures or objects
DivinationReveals information
EnchantmentInfluences minds
EvocationChannels energy to create effects that are often destructive
IllusionDeceives the mind or senses
NecromancyManipulates life and death
TransmutationTransforms 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 cast a spell. There are two main charm tags: targeting and effect.

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.

Flexible Casting

Because charms are added on-the-fly, you can create a variety of effects depending on how you combine them! When preparing charms, consider charms that can work with more than one of your cantrips to give you the most flexibility in your spellcasting.

If a charm forces a target to make a saving throw, the DC equals the spellcaster’s +SPELL (see saving throws).

When you take cast a spell, you pay the 1 AP to cast the spell, plus all AP and fatigue needed or each of your charms.

Known Spells

Spellcasters all know a set number of cantrips and charms, and depending on their spellcasting feat will either choose charms spontaneously throughout the day or pick them as part of starting their day. Your spellcasting feat will also tell you what your spellcasting ability is—this is referred to as +SPELL. The Difficulty Class of a spellcaster’s spells is equal to their +SPELL.

Full spellcasters typically know 3 cantrips and a number of charms equal to twice their Prowess, half casters typically know 2 cantrips and half as many charms.

Casting Components

Unless otherwise stated, all spells have three components when you cast them: specific words chanted to call forth the magic, its verbal components, specific movements made to shape the magic, its somatic components, and specific materials used to channel the magic, it’s material components. If a spell does not list a specific material component with a specific price, the material component is typically a spellcaster’s focus.

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 fatigue cost—AP cost or casting time represents how complex a spell is to cast, and fatigue cost is how much energy you need to exert to shape the spell.

Concentrating on a Spell

If a charm lasts while you concentrate on it, you need to use the concentrate on a spell technique on each subsequent turn to continue concentrating on it. You must concentrate on each spell individually. Concentration can also be broken by being inflicted with a condition, taking damage, or being forced to mark fatigue by another creature—make a Focus saving throw, with -1 ongoing for each spell beyond the first you’re concentrating on. On a miss, you lose concentration on all spells; on a weak hit, mark 2-fatigue or choose one spell to lose your concentration on.

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. Fatigue and material cost for casting a ritual are marked or consumed when you start casting it. If you are interrupted while performing the ritual, you must start from the beginning, paying the fatigue and material cost again.

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 fatigue, minimum of 1 minute. When you cast a spell as a ritual like this, it does not cost you fatigue, and you can upcast it and combine charms as normal. Cantrips cannot be cast as rituals without an attached charm.

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, fatigue, material components) needed to upcast the spell. There’s no limit to how much you can upcast a spell other than your available resources and any described rules in the cantrip or charm body.

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.