Rules

Spellcasting


Casting Spells

Spell Levels. Spells range in level from 0 to 5. The higher the level, the more powerful the effect. You can cast spells of a level equal to your archetype bonus or less.

Cast Frequency. You can cast spells as many times as you wish. However, magic is finicky and defies the laws of nature. Every time a spell is cast, there is a chance it could fail (fizzle) or even backfire upon you or your friends (misfire). If a spell fizzles three times, you lose the ability to cast that spell until a full rest.

Cast Check. To cast a spell, you must have a source and focus. Then, make a MIND/SOUL check. The DC to successfully cast a spell is 10 + the spell’s level. This check does not have to be performed to cast level 0 spells.

Cast Check

Outcome

roll >= DC

The spell is cast successfully

roll < DC

The spell fizzles. Nothing happens. Add a fizzle counter to the spell.

Natural 1

The spell misfires. You take damage equal to the spell's level. Then, consult the misfire table and add two fizzle counters to the spell.

Spell Attacks & Saving Throws. Once you've successfully cast a spell, you must proceed with either making a spell attack roll or force the target to make a saving throw. Spell attack rolls are similar to melee attack rolls, except they use your MIND or SOUL stat.

Spell Attack = d20 + MIND/SOUL bonus + Archetype Bonus (if MAGE or SOULCASTER)

If the spell requires a saving throw instead of an attack roll, it will detail what kind of saving throw the target(s) must make.

Spell DC = MIND/SOUL stat

Spell Damage. Spells do damage equal to their level.

Duration & Concentration. Spells have different durations that are specified in their listings. Spells with a duration of Instant happen immediately. If a spell has a duration of Concentrate, it lasts for as long as the caster concentrates on it. If the caster is hit by an attack, they must make a MIND saving throw (DC 10 + damage) to maintain concentration. If they fail, the spell ends. Casters cannot cast other spells while concentrating. Spells with longer durations can be ended by the caster at any time.

Range. In addition to the normal distance ranges, spells have special ranges of Touch and Self. Touch spells require the caster to touch the target. Self spells affect only the caster.

Spell Sources

You must possess the source of a spell to be able to cast it. The source can be any number of things which are setting specific. They could be spellbooks, scrolls, a magical tattoo, a memory crystal or drive, a divine or spiritual faith, a pact with an otherworldly power, or simply having been taught the spell by an instructor.

Focus

You need a way to concentrate your magic to produce the desired effect. This can be in the form of a staff, crystal, deific or holy symbol, a tattoo, or something worked out with the GM. You must hold your focus in your hand or touch your focus (like a tattoo) to cast a spell.

Elder Speech

All spells are cast by speaking the Elder language. You must be able to speak Elder to cast spells. You can attempt to cast spells silently by thinking the words in Elder, but this is extremely difficult. You suffer a -5 penalty to your cast check.

Acquiring Spells

You learn two spells per level automatically. The level of the spell can be equal to or less than your archetype bonus. Other new spells must be learned from an experienced instructor or by acquiring a source and learning the spell through trial and error.

Trial and Error. When a new spell source is acquired and a spellcaster wishes to learn it without an instructor, you must successfully cast the spell 3 times in one day. You have disadvantage on your cast check. Once the spell has been cast 3 times successfully in one day, the spell is “learned” and the penalty no longer applies.