Magic Basics

Magic can take many forms, each with its own origins, specialties and weaknesses.

**Aberrant**

The magical abilities of mutated individuals. These powers arise in individuals tainted by magic and continue to evolve over time.

* Many creatures, such as Brain Leeches, possess inherent or natural aberrant abilities. Humanoids can develop aberrant abilities as well, by taking levels in classes such as shifter.
* Aberrant spells can be cast in light or medium armor, but not with shields.
* Aberrant abilities almost never need material components. However, unlike other types of magic, aberrant spells require the caster to have two free hands to cast and concentrate on spells. This restriction applies regardless of any somatic components required by the spell.

**Alchemical**

The study of natural elements, and how these elements combine to form the known world. Those who study alchemy learn how alchemical components work together, as well as how they can combine to create something new.

* Alchemical spells can be cast in any type of armor and while using shields.
* Alchemical spells involve a quick combination of on-hand alchemical resources. They nearly always require material and somatic components, but rarely have verbal components.
* The somatic components for an alchemical spell are typically required to retrieve and manipulate the material components. So if the material components are already in-hand, no somatic components are required to cast the spell.
* Alchemical casters do not gain the use of 0th-level spells.

**Arcane**

Through study and practice, and long hours of poring over esoteric knowledge, arcane casters can uncover secrets of the universe. This knowledge grants a power that allows the caster to bend the universe to their will.

* Arcane spells are highly volatile. They cannot be cast while wearing any type of armor, or while using shields.

* Arcane spells often utilize a combination of verbal, somatic, and material components.
* Arcane casters have mastered magic of their own accord, and are not granted powers by any outside being.

**Divine**

Some particularly devout individuals dedicate their lives to serving a particular deity, and are rewarded with powers that can be used to carry out their deity’s will. The powers given to divine casters often include the manipulation of positive energy, which is used to heal living creatures.

* Divine spells can be cast in any type of armor, and while using shields.
* Divine spells frequently employ a divine focus as a material component, in place of or alongside somatic or verbal components. Often, the divine focus is simply a symbol of the caster’s chosen deity.
* Deities bestow divine powers of their own volition. Accordingly, if the caster acts in a manner that the deity does not approve of, they may strip a divine caster of their divine abilities. Note that this relationship between a mortal and an otherworldly being is one of trust and faith. It is not a contract.

**Dramaturgic**

Dramaturgic magic is drawn from the perfection of the arts. These magical abilities come from individuals who excel in a chosen type of art or performance, to the extent that they can bend the magic around them to their whims.

* Many creatures, such as sirens, possess natural or inherent abilities that utilize dramaturgic magic. Humanoids can develop and refine dramaturgic abilities by taking levels in classes such as bard.
* Dramaturgic spells can be cast in light or medium armor, but not with shields.
* Dramaturgic spells typically consist of a brief performance, song, or spoken phrase. Accordingly, these spells almost always have verbal components and are usually sound-based.
* The verbal components of a dramaturgic spell can be disguised as a mundane or subtle performance: a harmless song, quiet humming, or harmless words. This can be accomplished by rolling Perform check, with a DC equal to 16 + the target’s bonus to Insight. Spells cast this way cannot be affected by the Silent Spell Metamagic Feat.
* Similarly, the verbal and somatic components of a dramaturgic spell can be replaced by the playing of an instrument, as long as the caster has a number of ranks in Perform that exceeds the spell’s level. Spells cast this way cannot be affected by the Silent Spell or Still Spell Metamagic Feats.

**Eldritch**

There are some who wish to master the power of hidden magical knowledge, but do not wish to seek the approval of a deity or spend time on the required study to master the intricacies of such esoteric knowledge. These individuals make bargains with powerful outsiders for quick access to magical abilities.

* Eldritch spells can be cast in light armor, but not with shields.
* Eldritch spells frequently utilize verbal components. Very few spells incorporate material components.
* Eldritch casters are expected to give something in return for their powers. Not all entities that grant these powers are upfront about the price.

**Halcyon**

Magical powers can be drawn from the energy of nature, which is the energy of life itself. Halcyon magic is the magic of the wilderness.

* Creatures such as fey possess inherent halcyon magic or abilities. Humanoids can develop halcyon abilities by taking levels in classes such as druid.
* Halcyon spells cannot be cast while wearing or wielding iron or steel.
* Usually, material components for halcyon spells are naturally-occurring and easy to find in the wild, if the caster knows where to look.
* Those who are able to cast halcyon spells are also able to hear the Druidic secret language, though they may not necessarily be able to speak or understand it.

Mystic

Some creatures and individuals have a unique understanding of the flow of energy within themselves and the world. Consequently, they can harness this energy to perform supernatural feats. Mystic abilities are magical in nature, but no spells related to this type of magic exist in the known world. Some mystic powers may manifest as spell-like abilities.

**All About Casting:**

Spellcasting is an intricate process and doesn’t make immediate sense when compared to our own world, which is pathetically magic-free. Things can be made simpler by splitting magic-users into different spellcasting types.

Spellcasters can be generally divided into two categories: those who utilize prepared spellcasting, and those who utilize spontaneous spellcasting.

**Prepared Casting**

Prepared casters draw their spells from a list, which they record or store through some material method. During each long rest, they prepare their spells by assigning specific spells to each spell slot. Examples of prepared casters include wizards, which store their spells in a spellbook.

Let’s look at a specific example. Let’s say a hypothetical wizard has 4 1st-level spell slots and 3 spells recorded in their spellbook. This wizard may choose to prepare any combination of these 3 spells, as long as the total number of prepared slots adds up to 4. For example, they may choose to prepare *Burning Hands* in all four of these 1st-level slots, or they may choose to prepare each spell they know once, or any combination in between. They may even choose to leave a spell slot unprepared, leaving it open so that they may prepare a spell later over the course of a short rest.

Once a spell is cast, the spell slot is expended and the caster is unable to cast that spell slot again. If they wish to cast the same spell twice, they must prepare it in two spell slots. Level 0 spells do not expend their spell slot when cast, and can be cast any number of times.

A spell must be prepared in a slot of its spell level or higher. Some spells grant bonuses when prepared in higher level spell slots. Spellcasters cannot prepare spells of higher level than then can cast, even if they manage to record them in their spellbook. So if a first-level wizard has recorded the 3rd-level spell *Fireball* in their spellbook, they cannot prepare it because they do not have any 3rd-level spell slots.

**Spontaneous Casting**

Spontaneous casters know a limited number of spells. Unlike most prepared casters, they do not need to store their spells through a physical means like a spellbook, and simply retain all the relevant information in their minds. They gain spells known only when they gain a level, or by taking feats or traits. They cannot gain spells known from stored magic, or from a spellbook.

Each long rest, a spontaneous caster can use their spell slots to cast their known spells without any preparation required beforehand, and may cast in any combination. For example, a 6th-level sorcerer may choose to cast their known spell *Grease* with any of their 1st, 2nd and 3rd-level spell slots. Or they can instead cast other spells in those slots.

Similarly to prepared casters, spontaneous casters can cast any number of 0th-level spells from their list of 0th level spells known.

*Analogy time:*

Prepared casters are meal preppers. Each day they make little baggies of food (prepared spells) from any of the recipes in their cookbook (spellbook) which they can eat that day. They can also let it go to waste (not casting a prepared spell), or leave a bag empty so they can fill it later (leaving a spell slot open for short rest preparation). They can fit a small dish in a big baggie (preparing a spell in a higher slot than its level), but can’t fit a big meal into a little baggie. Once the caster eats the food (the spell is cast), they throw out the baggie (the spell slot is expended) and can only choose to eat one of the other baggies they prepared. They always bring some of their water bottles which they can fill up for free (0th level spells).

Spontaneous casters eat takeout. They live on a street with only a certain number of restaurants, and so they only have a certain number of food options (their spells known). However, they can choose to go to any one of them when they get hungry. They also have a limited budget, and can only go to some higher-end restaurants a certain number of times (higher level spell slots), but can adjust their budget by going to a lower-end restaurant in place of a higher-end one (casting lower-level spells in higher-level slots). They can’t make new restaurants, but don’t need to plan meals ahead of time. The street has some free water fountains (0th level spells).

Spells with somatic components require accurate and precise physical movements, using the spellcaster’s hands or limbs. If a caster is restrained or otherwise unable to move freely, they cannot cast spells with somatic components. Spells with somatic components provoke an opportunity attack, unless the spell requires a melee touch attack. A caster with the metamagic feat Still Spell can apply it to a spell to remove the somatic components.

Verbal Components:

Spells with verbal components require vocalizations to be made as part of the casting. These vocalizations can be whispered, but must be audible in order to take effect. If a caster is underwater or otherwise rendered incapable of speech, they cannot cast spells with verbal components. Additionally, a deaf caster has a 20% chance of expending a cast spell without effect if there are verbal components. A caster with the feat Silent Spell can remove a spell’s verbal components.

Material Components:

Spells with material components require specific items to be drawn and consumed by a spell. Most material components are considered to have a negligible price, unless otherwise stated in the spell’s description. Spells with material components provoke an opportunity attack, unless the spell requires a melee touch attack. A caster who is unable to access their components cannot cast spells with material components.

Focus:

A focus can take many forms, but is typically a small carving or emblem representing the caster’s deity or patron. When casting a spell with a focus, the caster must display the focus prominently. This can consist of holding a holy artifact aloft, displaying a divine engraving on a shield, or prominently showcasing a sacred tattoo by mooning an enemy. Many deities have emblems that are intentionally easy to access in battle, such as Hadrus’ universal symbol of a well-worn shield. Other deities prefer to make their emblems more showy and cumbersome, in order to emphasize the devotion of their followers. Koriynu’s followers, for example, often display intricate and showy body art.

Special:

Magic is complicated and every rule has exceptions. Some spells have unique properties and their own little weird add-ons. These special spells tend to detail their effects and properties in their full spell descriptions, so watch out.

**DCs:**

The DC of a caster’s spell is equal to 16 + their Magic Bonus (MB) used to cast + the ability score modifier used to cast, as determined by the class which grants the spellcasting ability.

The relevant ability score is usually described in the spellcaster’s class or the ability they get the casting ability from.

Let’s look at an example. A 4th-level bard with 17 Charm has a MB of 2, and a Charm modifier of 3, so the DC of their spells is 16 + 3 (Charm mod) + 2 (MB) = 21. When the bard reaches level 13, their MB becomes 5/1. Their spell DC is now 16 + 3 + 5 = 24. The bard can also use full-turn casting to cast two spells, the DC of the first spell is 16 + 5 (first MB) + 3 = 24, and their second spell has a DC of 16 + 1 (second MB) + 3  = 20.

**Spell Focus:**

A character’s Spell Focus modifier is equal to their MB plus the modifier of the ability score that they use to calculate additional spells gained per day. Note that this is different than the ability score used to calculate spell DCs. For example, clerics use Resolve for their spell DCs and Acumen for their spells per day, so they would use Acumen for their Spell Focus modifier.

To overcome a creature’s Spell Immunity (SI), a caster must make a Spell Focus check.

Let’s look at an example. A mageturtle has SI 27 and a 10th-level wizard with an Acumen score of 22 tries to overcome its Spell Immunity. The wizard rolls 1dW and adds their MB (5) + the ability modifier they use for extra spells (6). This brings their spell focus modifier to 11. If the 1dW roll is a 16 or higher, then they overcome the creature’s SI and the spell takes effect.

A spellcaster must also roll a Spell Focus check to maintain concentration on a spell. More information on spells and concentration is found later in this section.

**MEB:**

Some spells can act similarly to Tactical Exploits. When this occurs, these spells make use of the Magical Exploit Bonus (MEB) which is equal to Spell Focus + DC ability score modifier. These exploits do not require touch attacks unless otherwise specified.

**Ritual Casting:**

With a little extra time and special preparation, a caster can cast a spell without expending any spell slots.

Spells with the “Ritual” tag can be cast in this process.

Ritually casting requires all the normal components that would be required to cast the spell. Additionally, the caster requires an additional 10 minutes to focus and concentrate on the spell. Prepared casters must have prepared the desired spell in an available slot, and spontaneous casters must have it in their spells known. Ritual casting cannot be used to cast a spell-like ability.

If a ritual casting is interrupted, the caster must make a Spell Focus check (see the Spell Focus section above for further details). A failed check results in a failure to cast the spell. Additionally, the appropriate spell slot is consumed.

If the ritual casting is successful, then after the ten-minute casting time, the spell takes effect and no spell slot is expended. This time cannot be counted towards a short or long rest.

**Full-Turn Casting:**

Casters can take a full-round action to cast multiple spells. The exact number of spells is given by their Magic Bonus. Full-Turn Casting becomes available to casters when their bonus reaches 5/1 or higher.

All classes with spellcasting have a Magic Bonus. This number describes the maximum level, as well as the number of spells, that a caster can cast during full-turn casting. Only spells that can be cast as a standard action or less can be cast in this manner.

For example, a level 10 druid has a Magic Bonus of 5/1, meaning that if the druid takes a full-round action to cast, they can cast two spells in total: one spell up to a 5th-level and one spell up to 1st-level. A level 18 druid has a Magic Bonus of 9/5/1. This means they can cast three spells in total while using full-turn casting: one spell up to 9th-level, one spell up to a 5th-level, and one spell up to a 1st level spell.

Note that full-turn casting does not require the spellcaster to cast the spells in order from highest to lowest-level, or in any particular order at all. For example, the druid could cast the 5th-level spell first, then the 1st and 9th last.

Additionally, while full-turn casting, the caster treats their MB as the number used to cast the spell. This applies for all effects related to casting the spell, including the spell’s DC, spell focus checks, and any other effects related to MB.

Let’s break it down with an FAQ:

*What about metamagic?*

The level limit given by your Magic Bonus takes metamagic level adjustments into account. For example, a 7th-spell that has been modified with metamagic to consume a 9th-level slot still counts as a 9th-level spell for the purposes of full-turn casting.

*So an 18th-level paladin has a Magic Bonus of 5/1. Does that mean I can cast 5th-level spells?*

NO! Your Magic Bonus is an upper limit, not an indicator of your ability. You are only able to prepare up to 4th-level spells from these paladin levels, so unless you have other sources of spellcasting abilities, that is as high as you can cast. Note that you also cannot use metamagic to increase spells above 4th-level and cast them as part of full-turn casting. This is because the paladin has no spell slots above 4th level to prepare the modified spell in.

*Can I use this bonus to cast spell-like abilities?*

NO! Full-turn casting can only be used to cast spells gained from levelling in classes that grant a Magic Bonus.

*Why are you doing this?*

Because usually at high levels the guys with sticks get really, really fast at bludgeoning everything to death, but casters still get only one spell per round unless they use metamagic gimmicks, and only ever burn their highest-level spell slots in any encounter. This change from a more traditional casting structure forces casters to utilize their mid- and low-level spells. And maybe even the melee berserkers will enjoy a low-level *Curing* being lobbed if their cleric doesn’t know what else to do with a Level 1 spell against an ancient dragon.

**Metamagic:**

Metamagic is obtained through taking metamagic feats, and is used to modify spells. Benefits of metamagic include: changing spell effects, altering how a spell is cast, or heightening the effect of the chosen spell.

Metamagic feats require the spell to undergo a Level Adjustment (LA), which describes the increase in spell level after applying metamagic. For example; the metamagic feat Maximize Spell has an LA of +3. *Fireball* is a 3rd-level spell. Applying this metamagic feat to create a *Maximized Fireball* would result in a spell level of 6th.

A prepared caster with metamagic feats must apply any desired metamagic during preparation. Additionally, they must prepare this modified spell in a slot of the appropriate level. Let’s say a 10th-level wizard prepares the spell *Fireball* with the Empower metamagic feat. This wizard must use one of their 5th-level spell slots to account for the level adjustment. Finally, prepared casters cannot use metamagic to prepare a spell if the spell’s adjusted level would exceed that of their highest-level spell slot. So since this previously mentioned 10th-level wizard does not have 7th-level spell slots yet, none of their 5th-level spells may be modified by Empower.

While casting a spell, a spontaneous caster may choose to add metamagic feats without any previous preparation. This expends a higher-level spell slot of the modified level, just as with prepared casters. Additionally, a spontaneous caster may not add any metamagic feat that modifies the spell’s level above their highest-level available slot.

**Casting at Higher Levels:**

Any spell can be cast or prepared using a higher-level spell slot.

This has several benefits for spells that use variable effects: a spell cast using a higher slot increases its level limit by two or its MB limit by 1.

For instance, the spell *Burning Hands* deals 1d4 damage per level, to a maximum of 5d4 at 5th level. If our caster is a level 8 wizard, they could prepare this spell at 3rd level to increase the level limit by four. The new maximum limit is 9d4. But note that since the caster is 8th level, it currently only deals 8d4.

**Concentration:**

Some spells require a certain amount of mental effort to maintain the spell’s effect over time. When spellcasters do so, we say they are maintaining concentration on the spell.

A caster can only maintain concentration on a single spell at any given time. A number of effects can cause a caster to automatically drop concentration. These include: being knocked unconscious, entering a frenzy, or becoming *confused*.

A caster can make a Spell Focus check to maintain concentration when another effect would influence their ability to concentrate. These effects include: taking damage, casting another spell, concentrating in a harsh environment (such as strong winds, cold temperatures, hot temperatures, smelly people). Additionally, casters must make a check to maintain concentration upon gaining the following conditions: *dazed, grappled, exhausted, fatigued, nauseated, pinned, shaken* (or higher states of fear), or *sickened*.

Gaining one of the previously mentioned conditions requires a Spell Focus check with a DC equal to 16 + twice the spell’s level.

Maintaining concentration after taking damage or from taking damage while casting a spell requires a Spell Focus check with a DC equal to 8 + half the damage taken + the spell’s level.

Spell Focus checks must also be made to cast in naturally harsh environments to to finish casting if the caster takes damage while casting the spell. When these harsh conditions are created magically, such as by spells like *Windwall*, the DC is equal to the DC of the original spell or effect. In other circumstances, the Spell Focus DC varies based on the specific circumstances. Casting in a hurricane might create a DC equal to 26 + the spell’s level, for example. Casting on top of a moving train would likely create a DC equal to 16 + the spell’s level. Ultimately, the exact DC for these odd conditions is left to GM discretion.

**Spell Lists:**

Spells marked \* can be cast as Ritual spells, while unmarked spells require a standard action to cast, unless otherwise noted. Spells marked 1 can be cast as a swift action, spells marked 2 as a quick action. Spells marked with an x have a longer description which may be found in the list of spell descriptions.

Resistances are listed if applicable. If a resist is listed, then the spell effect is negated if the resist is made (i.e. the effect of *Charm Person* is negated with a successful E resist). If the resist is shown as a resist /.5, then the effect is halved on a success (i.e. the damage from *Fireball* is halved with a successful G resist). Some spells allow for partial success, and apply an ill effect even if the resist is made. This is described in the spell description. Spells which cause damage over a wide area or with multiple targets have their damage rolled only once, which is then taken by every creature affected.

Spells can also have applicable qualities listed; these are healing (heal), compulsion (cmpn), mind-affecting (m-a), fear (fear), illusion (ill), language (lang), charming (chrm), curse (crs), death (death), and teleportation(tele). Some creatures have immunities to these abilities, these are listed under the entries for those creatures. These effect types are not limited to spells, and many other abilities may qualify as one of these types. All effects which produce a state of fear are fear effects, all forms of teleportation are magical effects, etc.

Notes:

All spells require a standard action to cast, unless otherwise specified. Spells marked with an \* may also be cast as rituals.

The same spell might have different components, depending on which type of magic it is cast under. This will be indicated with , between components.

Lines fill a 5ft square and extend to a distance defined by the spell. They extend from the caster’s outstretched hand.

Cones fill a 60 degree arc. Their lengths vary, but their widest end is equal to their length. They also extend from the caster’s outstretched hand.

A Radius fills a sphere centered on a point chosen by the caster. These spells require a ranged touch attack against the desired center of the radius. ACs for areas can be found on p. ??? of the ***Game Master’s Guide***, but are generally so low that casters can usually take a 0 to hit their desired location, and simply need to have a line of sight to the desired location. Failure to hit the desired target does not cause the spell to fail, but instead causes the effect to take place originating on a point within the area that the caster’s attack roll would allow them to hit, chosen randomly.

A column fills a column with a height and radius given by the spell. It must be targeted in the same fashion as a spell which targets a radius.

Spells with a duration of “Concentration” last for only as long as the caster maintains concentration, though usually with a maximum duration. A caster may only concentrate on one spell at a time, and cannot cast another spell with a duration of concentration while concentrating.