A spell is comprised of two components: the spell itself and the source you draw it from. Spells and source are independent form other but a spell is always cast with a source of your choosing. A source alters or adds something to a spell so it behave in a different and more powerful way. Source are explained more in the Modular Spellcasting section.

Spells always have the following features listed in their description:

  • Tradition: Which tradition the spells is available in (Arcane, Primal, Divine or Occult).
  • Casting Time: How long the spell takes to cast, typically measured in actions.
  • Range: The maximum distance, in feet, at which the spell can affect a target or area. Targets: How many creatures the spell can target.
  • Components: The defining traits of the spell, represented by descriptive tags that determine how the spell behaves and interacts with other rules.
  • Casting Requirements: The physical actions required to cast the spell, such as verbal incantations (V), somatic gestures (S), or material components (M).
  • Duration: How long the spell’s effects persist once cast. Stability: A measure of how dangerous the spell is to cast, ranging from stable to unstable.

Critical Hits

Unless otherwise stated in the spells description, critical hits are calculated like normal for spells that deal damage.

Spell Components

Schools

Divination #necromancy #Evocation

Spell Stability

Spell Stability represents how predictable and controlled a spell is when cast. More stable spells produce reliable effects with little risk, while less stable spells are powerful but dangerous, capable of backfiring or spiraling out of control. A spell’s Stability determines what happens when a spellcasting attempt fails or critically fails.

Stable

Stable spells are well-understood and reliable

When you fail to cast a stable spell, the magic dissipates harmlessly. Stable spells are unremarkable and don’t carry critical effects on success or failure. The spell has no effect, but it does not produce backlash or unintended consequences.

Volatile

Volatile spells are powerful but temperamental, reacting unpredictably when mishandled.

When you fail to cast a volatile spell, the spell’s effect is weakened, distorted, or redirected. Volatile spells always have a critical success effect but also a critical failure effect. On a critical failure, the spell produces a backlash, such as damaging the caster, affecting an unintended target, or imposing a temporary condition.

Unstable

Unstable spells have the most potential for success and failure

Unstable spells always have a critical success effect but also a failure and critical failure effect. On a critical failure, the spell’s magic turns against the caster or the environment, causing severe backlash, lingering effects, and lasting consequences to your character.