Magic - Spellcasting

## Overview

Spells provide powerful effects in 7e, however to achieve those effects often a number of requirements must be satisfied.

Below we provide a summary of all the Rules which apply to Spellcasting, many of which are or particular importance for determining what magic can and cannot achieve.

## Casting Time

Each *Spell* has a casting time, which specifies whether the *Character* must use an *Action,* a *Bonus Action,* a *Reaction*, minutes, or even hours to cast the *Spell*.

*Casting* *a Spell* is, therefore, not necessarily a single *Action*, and so *Spells* with a casting time of 1 Minute or longer are unlikely to be useful within a *Combat Conflict* or *Chase Scene* where the time elpasing each Turn is significantly shorter than 1 Minute.

## Verbal, Somatic and Material Components

To cast a *Spell*, a *Character* must be able to satisfy the component requirements for that *Spell*.

In general, provided a *Character* is able to speak and are able to hold their *Spellcasting* *Focus* in one hand, they are able to *Cast a Spell* available to them. Removing a *Character's* ability to speak or their *Spellcasting Focus* can limit their ability to *Cast a Spell*.

### Verbal

*Verbal Components* require a *Character* be able to speak out loud.

### Somatic

*Somatic Components* require a *Character* has a free hand to perform gestures required for the spell. They are able perform the *Somatic Components* with a hand which is holding a Spellcasting Focus.

If a Character is holding a Two-Handed Weapon when they need to Cast the Somatic Components of a Spell, they may hold the Weapon in one hand while they use the other hand to perform the somatic components.

### Material Components

If a Spell has a Material Component, it requires the Caster to hold a magically significant object to bring the Spell into being.

A Character may use a hand holding a Material Component of a Spell to Cast the Somatic Components of a Spell, but generally they cannot use that hand to hold anything else (e.g. they cannot grapple with that hand).

#### Costly Material Components

If the Material Component has a cost, the Spellcaster must provide that component as part of the Spells Casting.

At the GMs discretion, they may allow a Caster who requires a costly Spell Component to cast a Spell to retroactively add that component to their inventory, provided it is reasonable they could have acquired the Spell Component recently with the funds available to them.

#### Spellcasting Focus

A Spellcasting Focus is usually an object of magical importance to the *Character*, such as a wand or stave. A Character's Archetype will determine what Spellcasting Foci they can use, and the Combat Magic Expert allows a Character to use a Weapon or a Shield as their Spellcasting Focus.

A Character may use any Spellcasting Focus available to them to satisfy the Material Component requirements of any Spell, no matter which Archetype or Feature has granted it (i.e. a Character need not use the Spellcasting Focus granted from an Archetype to use the Spells available to that Archetype).

A Spellcasting Focus which is being *Grappled* by another Character cannot be used to Cast a Spell.

#### Spell Components Bag

In place of a Spellcasting Focus, any Spellcaster may use a Spell Components Bag or Satchel. This is usually held on a Spellcasters person from a belt or bandolier. Provided the Spellcaster has a free hand, they may draw a Spell component without a monetary cost from the Spell Components Bag as part of the Spells Casting.

t's assumed the Spell Component drawn to destroyed as part of the Spell's Casting, however Spell Component bags are assumed to always contain sufficient Material Components without monetary cost for all the castings of a Character's Spells.

A Spell Components Bag is considered "Worn" for the purposes of mechanics such as disarming Characters of a Spellcasting Focus (see Below).

#### Shields and Other Worn Spellcasting Foci

Some *Spellcasters* are able to use Shields bearing magical markings or Magical Artefacts held on necklaces or belts as a Spellcasting focus.

A Character may use a Free Hand to hold a Spellcasting Focus they are wearing while Casting a Spell which requires a Material Component, and may use that same hand to perform the Somatic Components of the Spell.

In the case of a Shield which is also a Spellcasting Focus, the Spellcaster is considered to always be holding their Spellcasting Focus for the purpose of providing a Material Component for a Spell while they are wearing that Shield.

## Preventing a Character from Using Verbal, Somatic or Material Components

When a Character is obviously Casting Spells, another Character may wish to disrupt it.

Somatic Components can be prevented by Grappling a Limb or a Spellcasting Focus.

A Spellcasting Focus can be taken by force by Grappling or knocking it away.

Verbal Components can be prevented by "Grappling for Silence".

Each of these cases is explored in the *Hand-to-Hand Combat Rules.*

## Attack Spells

In some cases a *Spell* or feature will specify that you make a *"Spell Attack"* against a *Target*.

Like with *Weapon Attacks*, you must be able to see the *Target*, or if they are *Obscured* know their current location, or if they are Hidden guess their current location (see *Obscured* and *Hidden*).

Much like a *Weapon Attack*, you will first determine whether the *Attack Hits* the *Target* by rolling an *Attack*:

Spell Attack Roll = d20 + Character's Spellcasting Ability Modifier + Proficiency Bonus

The *Spellcasting* *Ability* *Modifier* for the *Spell Attack* is determined by the *Spellcasting Ability Modifier* of the *Spell* itself, which is determined by how the *Character* learned the *Spell* or *Feature* (e.g. a *Spellcasting* *Archetype* will specify what *Ability Modifier* to use on the *Spells* you gain through it).

### Critical Hit or Miss

A *Critical Success* (i.e. a roll of a 20 for the *Attack Roll*) results in a *Critical Hit*. The *Attack* hits the *Target* irrespective of their Armor Class.

Additionally, any *Damage Dice* used to determine the *Damage* dealt against the *Target* of the *Spell Attack* may be rolled a second time and added to the Total *Damage* again.

Additionally, on a *Critical Hit* the Target loses one Fate Point (see Fate Points).

A *Critical Fail* (i.e. a roll of a 1 for the Attack Roll) results in a *Critical Miss*. The *Attack* misses the *Target* irrespective of their *Armor Class.*

### Spell Attack Properties

Unlike *Weapon Attacks*, *Spell Attacks* only have two properties, *Melee* or *Ranged*, so we will discuss their properties here.

*Melee Spell Attacks* may only be used on *Characters* within the distance specified by the *Spell* (usually 5ft). Note that effects and *Conditions* which affect *"Melee Attacks"* are applied to both *Melee Spell Attacks* and *Melee Weapon Attacks*. e.g. *Melee Attacks* made against a *Prone* *Character* have *Advantage*.

*Ranged Spell Attacks* may only be used on *Targets* within the distance specified by the Spell (e.g. 120ft), and automatically miss targets beyond that range.

Additionally, like *Ranged Weapon Attacks*, *Ranged Spell Attacks* have *Disadvantage* while the *Caster* is *Threatened* (e.g. they are within the *Reach* of a Hostile Character). See the *Threatened* *Condition* for more details.

Effects and *Conditions* which affect "*Ranged Attacks"* are applied to both *Ranged Spell Attacks* and *Ranged Weapon Attacks.*

## Range, Target and Path

Spells will have a specified Range they can be directed to, Targets they may affect and a Path they take to get there.

Together these three properties will describe where a Spell can be.

### Range

This is defined over a specific distance. A Spell cannot Target positions beyond the specified range, although the Target may specify an effect of a Spell can extend beyond the Range (see Target).

Some Spells have a Range of "Self". This means that the Spell targets the Caster. Some "Self" spells specify both "Self" and a Range, e.g. Self(5ft). This indicates that the Caster is a Target of the Spell, as well as something else within the Range of the Spell.

### Target

The Target specifies requirements for the Casting of the spell,

A common requirement of Spells is that the Caster be able to see the Target. Effects such as obscurement will prevent a Caster from using that spell at a Target or point in space which is Obscured. If no requirement to See a Target is specified, then Obscurement does not prevent the Spell from working.

Some Targets will additionally specify an area or volume affected by the spell which is affected by the Spell. If the Spell specifies the area or volume must be "within Range", this means the spaces affected by the spell cannot extend beyond the "Range" specified.

### Path

The Path a Spell takes to affect either a Target or a Space is defined as being "Direct" or "Indirect".

#### Direct

Direct indicates that the magical effect has a physical, but not necessarily visible, manifestation which must pass in a Straight line between the Caster and the Target.

For example, a Fire Bolt must be shot from the Caster to a Point they can see.

This means that Total Cover will prevent the Spell from reaching the Target. Even forms of Total Cover which allow the Caster to see the Target, such as Glass or Invisible Cover from a Spell such as Wall of Force will prevent the magical effect from passing through it. (see Covered condition)

Generally Spells which require a Spell Attack are Direct Spells.

#### Indirect

Indirect indicates that the magical effect is summoned to the Target or space, and therefore unlike Direct Spells Total Cover does not prevent the Caster from affecting that area.

The most common examples of this are Conjuration Spells with effects such as Teleportation and Summoning Characters from other places. and which naturally requires a Character be able to take an Indirect path to the location.

Where an Indirect Path is not specified, assume the magic travels to it's location through an as yet undiscovered dimension, or an undetectable medium in our reality (e.g. the Ether) which allows magical effects to bypass all forms of Cover.

Features which specifically preclude Magical Effects passing through them, such as that described by the Tiny Hut Spell or Antimagic Field Spells will block magical effects irrespective of whether the Spell is Direct or Indirect.

## Concentration

In 7e, a Spell with the Concentration requirement requires that the Caster focus on maintaining the effects of that Spell up to the Spell's maximum *Duration*.

A Character may only Concentrate on maintaining one Concentration Spell at any given time,.

When a Character's Concentration on a Spell ends, the Spell also ends even if it has not been sustained for it's full Duration.

There is no visible manifestation of a Character Concentrating on a Spell, however an effect such as Detect Magic will reveal whether a Spellcaster is Concentrating on a Spell as well as the type of School of Magic the Spell they are Concentrating on is.

Concentration can end or be "broken" in a number of ways:

* If a Character is Concentrating on a Spell and begins Casting another Spell with a Concentration requirement (or Casts a Spell as a Ritual), then the original Concentration Spell ends automatically, regardless of whether the effect being caused by the new Spell is successful or not.
* If a Character takes damage while they are concentrating, they must make a Concentration Check to maintain the Spell (see Breaking Concentration)
* The incapacitated condition ends a Character's concentration automatically.
* Certain Environmental Effects which significantly challenge a Characters ability to focus may also provoke a Concentration Check (e.g. Storms, Blizzards, Gales etc)
* A Character may choose to end the Concentration on the Spell at any time, even during a Turn Based Conflict when it's not their turn provided they are aware of a reason why they should drop it (e.g. to prevent the Spell harming an ally they can see)

### Breaking Concentration

Often a Character may wish to break a Caster's *Concentration*, such as when they are maintaining a harmful effect against them.

The easiest way to do so is to damage the Spellcaster maintaining the Spell. Whenever a Spellcaster loses Hit Points due to an instance of damage, they must make a Constitution Saving Throw, where the DC of which is set by the following:

Concentration Check DC = Hit Points lost/2 or 10 (whichever gives the highest DC).

A Character may automatically succeed on these Checks for certain levels of Damage with a Feat such as Combat Magic Expert.

## Copyright Notice

This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC and available at https://dnd.wizards.com/resources/systems-reference-document. The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License available at https://creativecommons.org/licenses/by/4.0/legalcode

## Credit this Work

To Credit material presented here which is unique from that contained in the System Reference Document 5.1 (see Copyright Notice), copy the following to your Credits Section:

This work includes material taken from "7e” by Peter Rees and materials taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC. Both "7e" and the "SRD5.1" are Licensed under the Creative Commons: By Attribution 4.0 International License, available at https://creativecommons.org/licenses/by/4.0/legalcode