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 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.
If a charm forces a target to make a
When you take
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
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
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.