Spellcasting

Spells represent a Character’s ability to cause fantastical, typically magical, effects.

Below the Rules which apply to Spellcasting are summarized, many of which are of particular importance for determining what magic can and cannot achieve.

Cast

Characters who learn a Spell (i.e. Spellcasters) gain access to a new Action: Cast.

Generally a Spell must be Cast using the Cast Action. These will be referred to as Action Spells.

Some Spells can only be Cast as a Reaction. These will be referred to as Reaction Spells.

Some Spells are especially quick to Cast, and can be performed as part of the Quick Cast Combo. These will be referred to as Quick Spells. See Quick Cast Combo for more.

Quick Cast Combo

When you use the Quick Cast Combo Action, you can use the Cast Action to Cast a Quick Spell as well as one of the following Actions: Attack, Cast (but only a second Quick Spell), Defend, Interact, Move, Skill.

You can use these two Actions in any order you choose.

Mana and Spell Level

Mana is a resource which is expended in order to Cast a Spell you have learned.

Many Themes which grant Spells will also grant Mana. Some Themes will also grant you the ability to Cast Spells using other Resources. See the Resources Page for more.

A Spell’s Level represents both how advanced a Spell is as well as how much Mana must be expended in order for it to be Cast.

The Higher a Spell’s Level, the more Fantastical it’s effects are likely to be.

Many Spells may allow a Character to expend more Mana than the Spell’s Level, usually with the effect of increasing the Spell’s potency or causing additional effects. When a Caster expends more than the minimum required Mana on a Spell, it is referred to as being Upcast.

The Maximum number of Mana Points you can spend on any given Spell is equal to your Character’s Level.

You can learn Spells of up to 5th Level through Themes. Higher Level Spells are also possible, such as the fabled Wish Spell, however these Spells can only be learned by seeking them out and acquiring them through the Story.

Spell Attacks

In some cases a Spell 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 you guess their current location in order to make a Spell Attack against that Target. (see the Conditions Page for more).

You will then make an Spell Attack Check:

Not all Spells will cause Damage, however in the cases where they do they will follow the same rules as Weapon Attacks.

Attack Damage Multiplier

Unless otherwise stated, the Extra Attack granted by a Critical Hit must be made with a Weapon, Spell Focus or Unarmed Strike.

A Miss with a Spell Attack provoke the Counter Reaction.

The Damage Type of the Spell Attack will be determined by the Spell or Feature.

A Hit may cause other effects as described by the Spell, either in addition to or instead of Damage.

Spell Attacks may have the same properties as any other Weapon Attack.

Melee Spell Attacks can only be used against Targets Adjacent to you.

Ranged Spell Attacks have the same Benefits and Disadvantages as Ranged Weapon Attacks, including having Disadvantage when the Spellcaster is Threatened or when Hitting Targets which have Cover.

Like Ranged Weapon Attacks, the Long Shot Technique can be used for Ranged Spell Attacks.

See the Weapons, Shields and Ammunition Page for more.

Spell Save DC

In some cases, a Spell will require a Character make a Body or Mind Defense Check to mitigate the effects of a Spell. These Checks are always made against your Spell Save DC.

Your Spell Save DC can use either your Charisma or Focus Ability Bonuses.

For some Spells a Weak, Normal or Strong Performance for a Character’s Defense Check may cause additional effects.

Improvising Magic

Spells are intended to describe specific magical effects which the user has mastered and can use reliably without the need for the GM to request additional Checks beyond those specified by the Spell. However it is possible to use Spells in a way which deviates from this description.

If a Player wishes to use a Spell in a way which deviates from it’s description, the GM can at their discretion allow them to attempt to Succeed in the change by making a Luck Check.

The DC for the Luck Check is set based upon how much the GM feels the use of the Spell is deviating from it’s designed purpose.

Luck DCSpell Deviation
5An insignificant deviation on it’s intended use and seems highly likely to cause the desired effect.
10A significant deviation where there is significant uncertainty of the outcome.
15A major deviation which is highly unlikely to work.
20Nearly impossible to achieve with this Spell.
DC for Spell Deviations

The GM can allow the Player the option to lower the DC of a Spell Check by expending additional Resources on the Spell. The DC should be lowered by 5 for each additional Resource expended for the Casting of the Spell. If enough Resources are expended to lower the DC to 0, the Check Automatically Succeeds.

Depending upon what the deviation is, the GM will decide upon an Outcome should the Player Fail. They should inform the Player of this Outcome before they make the Check.

Suggested Outcomes might include:

  • Weakened Spell: The Spell is Cast as normal, but it is weaker. Attack Checks caused by the Spell have Disadvantage and any Targets affected have Advantage on their Checks to end or prevent the Spell’s effects.
  • Additional Targets: The Spell is Cast as normal, but Targets who would not normally have been affected by the Spell become Targets of the Spell also. This could include the Caster themselves.
  • Magical Explosion: The Spell Fails to be Cast, and instead the Caster takes Damage. Roll a number of d6 dice equal to the amount of Resource Points expended for the Spells Casting. The Type of the Damage should be appropriate to the Type of Spell Cast. If no Type feels especially appropriate, use the Gravity Type.
  • Unexpected Target: The Spell is Cast as normal, however the Target is now randomly determined.

The GM should keep in mind that Magic is capricious when used in this way, and there must be a significant risk to improvising magic (otherwise Spellcasters would always improvise!).

Other Requirements

For all of the power which Spells offer, it is necessary for a Spellcaster to satisfy the Requirements for the Spell beyond how much Mana must be expended and the Actions required.

Below we discuss the other requirements of Spells.

Duration

A Spell can only exist as long as it’s Duration states.

Instantaneous Spells end immediately after their effect occurs.

Spells with a duration of Scene can be maintained until the end of the Scene or Conflict during which it was Cast (approximately 10 minutes).

Some Spells can last longer than a single Scene and are afforded precise durations, such as 1 hour, 8 hours, 24 hours or longer!

Sound

All Spells require a Spellcaster be able to speak aloud words, a song or incantations. Such words are a form of trigger for the Spell.

Note that such Sounds cannot be said quietly, they must be spoken aloud and with purpose. Typically they will be audible to people within 10m of you (i.e. the volume at which you might speak to someone at the other side of a small room).

Speaking such Sounds quietly, or not at all, or otherwise being unable to speak when attempting to Cast a Spell when they are required will cause the Spell to Automatically Fail. Some Spells and effects can cause a Character to become unable to Speak or otherwise make Sounds, preventing the Casting of any Spells.

It is only necessary that the Casting of a Spell be clearly audible, the method of creating Sound may be adapted as required by a Character’s capabilities.

Spell Focus

All Spells also require you have and be able to use a Spell Focus.

Spell Foci are physical, magical Objects the which are used to interact with and direct the magic they are trying to bring forth.

If the you are unable to hold a Spell Focus, or otherwise are unable to move one freely (i.e. it is Grappled), then you will be unable to Cast a Spell using that Focus.

Additionally, to use a Spell Focus you must be Skilled in the type of Spell Focus being used and, with the exception of Gadgets, you must be Attuned to that Object. See the Spell Foci Page for more.

Similar to Sounds, the gestures and flourishes of a Spell Focus are clear and obvious to onlookers (although if you are Fully Obscured the Casting of a Spell will not be seen).

Material Components

Some Spells may also require a Material Component.

When a Spell requires a Material Component, the Object it describes must either be in your possession or in a Space Adjacent to you when Casting the Spell.

In some cases a Material Component may be described as being Consumed. This means that after the Spell is Successfully Cast, the Material Component will be Destroyed.

Range

The Range represents the number of Spaces away from the Spellcaster which a Spell’s effect may extend to.

A Spell cannot Target locations beyond the specified Range, although the effect of a Spell may extend beyond the Range after it has been Cast.

The exception to this rule are Spells which require a Ranged Spell Attack, which may Target locations upto twice the Spell’s Range as part of a Long Shot.

Some Spells have a Range of Self. This means that the Spell targets the Spellcaster themselves. Some Self Spells specify both Self and Range, e.g. Self(1 Space). This indicates that the Caster is a Target of the Spell, and another aspect of the Spell may Target locations within the Range of the Spell.

Sight

Most Spells require the Spellcaster be able to See the Target. The Fully Obscured condition will prevent you from using that Spell at the Target.

If no requirement to See a Target is specified, then a Target being Fully Obscured may still be affected by the Spell, provided you know the Target is there or the Spell would affect the Area the Target is in.

Area

Some Spells will specify an Area or Volume which it will affect.

See the Combat Page for more on how Areas and Volumes are defined.

Concentration

A Spell with the Concentration requirement requires that the Spellcaster focus on maintaining the effects of that Spell for a time up to the Spell’s maximum Duration.

A Character may only maintain one Concentration Effect at any given time.

When a Character’s Concentration on a Spell ends, the Spell also ends immediately, even if this occurs before the end of it’s Duration.

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

  • If a Character begins Concentrating on a different Spell or effect, then the first Concentration Spell ends immediately.
  • The Unconscious and Staggered Conditions will end a Character’s Concentration on any effect, including Spells, automatically.

A Character may also choose to end their Concentration on the Spell at any time, even when it is not during their Turn of a Conflict, provided they are aware of a reason why they should drop their Spell (e.g. to prevent the Spell from harming an ally they can see).

Direct or In-Direct

The Direct or In-Direct requirement specifies whether or not there must be a clear, unobstructed path between you and the Target of the effect.

In the case of a Direct Spell, the magical effect will travel in a straight line from you towards the point of it’s intended effect.

In the case of an In-Direct Spell, the magical effect will instead spontaneously appear at a point of the Caster’s choosing.

In some cases an In-Direct Spells will still require the Caster be able to See the point at which they will direct the Spell.

Traditions of Magic

Spells are described as belonging to one or more of the four Traditions of Magic: Arcane, Creation, Natural and Supernatural.

These Traditions represent a common theme and origin between the Spells which some groups of Spellcasters are capable of performing.

Many Spellcasting Themes may limit the Spells you may learn to those belonging to a specific Tradition, representing that they are all consistent with the origin that Theme seeks to portray.

Some Spells may belong to multiple Traditions of Magic, while some may be exclusive to certain Traditions.

Arcane

The Arcane Tradition of Magic is the broadest, and in some ways the strongest, of the Traditions in terms of the Magical effects it can create. It is intended to represent grander magical effects than that which are possible through the other magical Traditions.

The source of Arcane magic can be conceived as a non-specific magical energy that suffuses the entirety of the world such as the Ether, which are interacted with through obscure, complex rituals. Thematically Arcane magic is often perceived as a more dangerous form of magic, and for some is synonymous with “dark magic“, as it is regarded as breaking the established laws of the world.

The Spells of the Arcane tradition aim to capture the capabilities of high magic and traditional ideas surrounding sorcerers, wizards and magicians: from turning Character’s invisible, to levitating objects to opening portals between worlds. It also includes Spells which interact with magic itself.

Creation

The Creation Tradition of Magic focuses on a Character’s ability to interact with the inherent Magic of the world around them, and often is invoked through language and song. It is directly inspired by the magic of many well-known fantasy works, such as those of Tolkien and the Ursula K. Le Guin’s Earthsea series.

The source of Creation magic assumes that there is an inherent magic inherent in language, names and meaning which originate from the metaphysical realities of the world, and that you may tap into that magic by understanding how to access it, either through study and understanding or through learning words of power which allow you to control that inherent magic.

The Spells of the Creation Tradition tend to focus on a Character’s ability to manipulate Objects and Characters. This includes transforming Characters and Objects and their properties, the conjuration of objects, influencing Characters through enchantments and creating illusions of objects and Characters alike.

Natural

The Natural Tradition of Magic focuses on a Character’s ability to interact with the Natural World. It is a well-established form of magic explored in myth and folklore, and may be seen historically in practices of Paganism, Druidism and Wikka.

The magic of Nature originates in the shared life or spiritual energy and bond between all living beings of the Natural World, and practitioners of that Tradition are able to call upon the aid of the Natural world and their Bond with it.

The Spells of the Natural Tradition will generally have a link to some element of the magical world, from communicating with animals and plants, divination, controlling natural forces such as the weather, healing and transformation.

Supernatural

The Supernatural Tradition of magic is a mirror to the magical of the Natural Tradition. This magic is explicitly otherworldly in it’s roots, and can also be related to the magic of faith and belief. This Tradition aims to represent the magic invoked by both religious belief as well as the magic of the unknown.

The source of this Magic can be greatly varied. The most common conception is that it is provided by Divine Beings, however it is entirely possible for the magic to be borne from a Character’s devotion to a specific ideal or cause that they represent, without the need for devotion to a deity.

It may also be caused by a Character’s connection with forces that are unknown, such as a mystical force that is present in a small number of people who are sensitive to it’s presence, to a Character’s own mind being able to create magic through the power of thought.

The Spells of the Supernatural Tradition are intended to feel otherworldly, and will tend to emphasize interactions with forces beyond the material world. It may include effects such as Divination, Psychic forces, Holy and Unholy Interventions.

Types of Magic

As well as a Spell belonging to one or more Traditions of Magic, a Spell will have a Type. This Type reflects a common theme in the effect that a Spell causes.

There are 8 Types of Magic: Alteration, Dark, Dimensional, Elemental, Glamour, Illusory, Light and Sensory.

Like Traditions of Magic, a Magic’s Type may also be used as a means of separating and defining what Spells a Theme may allow you to use. Many features may also interact directly with Spells of a particular Type.

Unlike Traditions however, Spells may only have one Type associated with them.

The effects of these Types of Magic are described below.

Alteration

Alteration Magic principally concerns the magic of altering the physical properties or capabilities of an Object or Character.

This magic has a very broad range of capabilities, from making Characters faster or lighter to slower or heavier, to reshaping the physicality of objects.

Dark

Dark Magic represents a Type of Magic which is widely reviled, and principally concerns interacting with the powers of death, decay and corruption, or interactions with Undead or Fiendish Characters.

It’s use does not necessitate that a Character is themselves morally compromised, however it’s use may frequently cause Characters to believe so.

Dimensional

Dimensional Magic is a notoriously difficult, and potentially devastating form of magic. Dimensional Magic represents all Magic which interacts with Space, Time and Gravity. It is capable of both relatively minor effects such as manipulating the position of Objects and Characters, to the creation of extradimensional spaces and the opening of portals. It also allows for the Summoning of Objects and Characters from other Planes of Reality.

Dimensional Magic has a reputation for causing many unintended consequences, from the merging of teleporting Characters with Objects (and sometimes other creatures!) to attracting the notice of unspeakable horrors from realms beyond. While practitioners of this Magic are not themselves feared, their hubris often is.

Elemental

Elemental Magic concerns any and all magic which interacts with what are commonly understood to be the fundamental Elements of the world. These include magics which interact with one of the 6 Natural Damage Types (Corrosive, Electric, Fire, Ice, Poison and Pressure), as well as magics which interact with one of the four Classical Elements of Greek Philosophy (Water, Earth, Fire, Air) or those of Chinese Philosophy (Earth, Wood, Metal, Fire and Water).

Elemental Magic covers an extensive range of different effects relating to all the above Elements. Consequently it is the most common Type of Magic.

Of all the Types of Magic, Elemental Magic tends to be the most widely accepted of the Magics. While it’s effects can be undoubtedly powerful, they are generally well-understood by the populace. Additionally, many Characters have the capability of accessing Elemental Magic through means other than the study of obscure Magics. Many believe this is because people are themselves comprised of Elemental Energies.

Glamour

Glamour Magic represents magic which is effects the minds and emotions of Characters. It may be used for a broad range of effects over Characters, from making them more friendly towards you, to compelling them to follow your orders, to the alteration of their memories.

It is a magic commonly associated with the Fey, who both frequently use this magic and have an inherent resistance to many of it’s effects. Known practitioners of this magic are often greatly mistrusted due to the untold harms such manipulations can do, and the suspicion it attracts.

Illusory

Illusory Magic represents Magic which changes how Characters perceive something. Unlike Glamour Magic, which affects Characters minds, Illusion Magic causes a change in the world which effects how most Characters will perceive something. It is capable of changing the appearance of things, turning Characters invisible, and in some cases creating illusions so convincing that Characters will believe they are being harmed by their effects.

Like Glamour Magic, the practice of Illusion Magic is often associated with Fey. It is generally considered less harmful than Glamour, but still evokes great suspicion in people.

Light

Light Magic represents Magic which is both highly virtuous and associated with Light itself. It is capable of healing wounds, curing illnesses, providing protection and also of being used offensively against creatures of darkness.

Among all the Magics, Light Magic enjoys the most positive perception amongst people, given it is generally associated with healing, and it’s destructive properties are used against “evil”. However, the use of Light Magic does not require that a Character be themselves “good”, and it is entirely possible to be used with ill intent.

Sensory

Sensory Magic represents Magic which is concerned with improving or manipulating the senses. It is capable of granting Characters the ability to see in the Dark, see Objects hidden by Illusory Magic, and at advanced levels see things from long distances away, determine the course of future events or even see into peoples minds.

Sensory Magic is perceived in more neutral terms than most other Magics. Often it is sought out by people wishing to know their future, but sometimes it’s ability to reveal secrets causes people to fear how it might be used against them.

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