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Magic

Spellcasting

Zealots and mages gain spellcasting, which allows them to cast spells per the arcane and divine spell lists on page 30. Casting a spell requires a spellcasting check, at least one free hand, and some components. Spells are more or less powerful, noted by spell level.

Casting a spell generally requires an active action. Each spell in the spell lists defines its requirements, duration, and similar.

Spellcasting Checks

Spells require a spellcasting check with a DC = 10 + spell’s level.

Failure triggers a mishap with unintended consequences, and the spellcaster can’t attempt spells of that spell level again until they take a safe rest.

The GM can require a 1d20 roll on the Magical Mishap Table or simply describe what malady the PC suffers.

The result of the spellcasting check is used to determine the success of a targeted spell, comparing the result to the target’s defense (e.g. 10 + the target’s relevant modifier). In this way a spellcasting check is both to see if the PC can successfully cast and hit a target.

Magical Mishap Table
d20 Effect
1 Caster takes 1d6/spell level damage
2-3 All nearby non-magical metal melts
4-5 Orb of darkness surrounds the party
6-7 Bizarre gravity, heavy or light
8-9 Caster emits blinding bright light to all
10-11 The spell affects the wrong target
12-13 Significant collateral damage
14-16 Caster is stunned, CON check to resist
17-19 Caster is weak, STR check to resist
20 A different, random spell is cast

Spells Known

Spellcasting PCs know a number of spells based on the PC’s and spell level. Known spells can be cast by the spellcaster.

The columns relate to the spell level, while rows are class level. A level 4 caster would know four 1st level and two 2nd level spells.

Level Spell Level
1 2 3 4 5
1 1 0 0 0 0
2 2 0 0 0 0
3 3 1 0 0 0
4 4 2 0 0 0
5 5 3 1 0 0
5 5 4 2 0 0
5 5 5 3 1 0
5 5 5 4 2 0
5 5 5 5 3 1

Cantrips

Spellcasting PCs know and can cast 3 cantrips. These are rote, simple, relatively weak spells that the PC has mastered. They require no spellcasting check or components and can always be used. The list of cantrips is beneath each of the spell lists on page 30.

Spells As Rites

Spellcasters can cast any known spell as a rite. This takes 1 hour per spell level of concentration, but doesn’t require a check.

Concentration

Some spells last as long as concentration is held. Only one spell can be concentrated on at a time. Taking damage, making checks, or other distracting tasks break concentration.

New Spells

PCs can’t improvise spells, but might be able to cast from a never-before-seen scroll or other magical artifact. Further, PCs can’t research ?new? spells; they must hunt for spellbooks and artifacts to discover spells. A level 4 zealot PC attempts to cast Impassable (level 2 divine). They roll + WIS mod and prof vs. DC 12, getting a 14 and successfully cast the spell. The 14 is compared vs. the targets (HD1 goblins with +1 relevant modifier, or 11 defense to resist the effect). The goblins fail and their speed is reduced to 0′.

Magic & Magic Items

Converting Spells

Cantrips should never directly deal damage. Non-damage cantrips from 5e and others can be used as is. Higher-level 5e and OSR spells can be used as written, per their spell level (with max usable spell level 5). All spells that target an enemy are treated as an attack, and rolled by the PC rather than as a save by the target. Spells that are reactive and force an enemy save (such as the creation of traps, zones, or other static magical effects) can be used as described.

Spells from other games can be copied to generate magical items, potions, and artifacts. Their effects remain as written. Likewise, the GM can use spell-like abilities from monsters and NPCs, except calling for a check rather than a save.

Converting Magic Items

Magic items from 5e and other editions can be used (mostly) as is. Some have save or usage requirements, which can convert to the appropriate check. Create magic items by applying the benefit of a FTD spell, monster maneuver, or other written effect.

Magic items can’t be used unless their magic is identified – usually a spell check – or attuned to by the wielder. Cursed items have repercussions if attuned to, used, or even identified in some cases.

Item Mods

Some editions apply a magic item’s level as a check modifier to certain actions (such as +1 sword grants +1 to hit in melee). Magic items that are designed with accuracy or precision as their main benefit can provide such modifiers, but others don’t. PCs in this system have lower combat modifiers than 5e PCs, and therefore can handle more beneficial magic items from previous editions without breaking monster math.

Scrolls & Wands

PCs with spellcasting can create, read and cast spells from scrolls. PCs without spellcasting can’t use scrolls. Once a scroll is used it’s destroyed. Scrolls always require a spellcasting check, even if cast as a rite. A PC can write a scroll and cast it later as normal.

Wands are codified spells and can be cast multiple times, even by non-spellcasting PCs. Wands must be identified before use, and generally require attunement. Wands use CHA for checks and damage.

Focuses

Magic focuses such as orbs or staffs act as magic weapons, potentially providing a check modifier or other benefits. All focuses remove the need for spell components and a free hand to successfully cast a spell. Focuses can be arcane or divine.

Preparing Spells

Spells can’t be prepared as in other similar systems. There’s no need for the PC caster to determine which spells they plan to cast each day in advance. But, a caster can hold an action to cast a spell in an ambush.

Components

Spells often require components: certain words, movements, or materials in order to trigger the spell’s magical effects. These are generally described in the spell from other sources, or left abstract (as SUP). Most components are consumed when used. GMs are encouraged to come up with exotic and rare material components for casting more powerful spells, completing rituals, or learning a new school of magical insight.

Potions

Magic potions and other consumables are highly encouraged, and don’t count toward the wielded magic item limit (CHA mod). Potions can apply a temporary spell effect, ability score increase, class or archetype feature, or other benefit as the GM sees fit. The most common form of potion is a healing potion, which mimics healing spells. Consumables can be used as part of a movement action, but not as a quick. Most consumables and potions only affect the PC consuming them, not their party or area.

Arcane Spell List

Arcane Cantrips

  • Illuminate Create torchlight from your hand. Concentration
  • Subtle Force Telekinesis. Move up to 5lbs 30′ away. Concentration
  • Whispermind Send a brief psychic message to 1 target in line of sight
  • Flickerheat Weakly transfer heat; light a candle, cool cup of water
  • Legerdemain Perform subtle illusions: teleport coin, change colors

Arcane First Level Spells

  • Charm One creature in 30′ obeys you. Attack. Concentration
  • Sleep 2HD/level worth of targets in 30′ fall asleep. Attack. 8 hrs
  • Arcane Arrow Fire a magic bolt up to 100′. Deal 1d4/level damage. Attack
  • Discern Magic You sense all near magic. Roll check to learn its function
  • Abjure Check to ignore a damaging area effect (trap). Quick

Arcane Second Level Spells

  • Shield Aura Enemy ranged attacks have disadvantage vs. you. Concentration
  • Gust of Force Enemies in 15′ cone knocked back 10′ and prone. Attack
  • Amplify Gravity A 20′ area forces 5′ speed. Enemy resist. 1 min/level
  • Knock A mundane door or lock in line of sight opens
  • Shadowfield Blanket a 30′ area in magical darkness. 1 min/level

Arcane Third Level Spells

  • Invisibility You or one touched target is invisible. Concentration. 1 hr
  • Dispel Arcanum Remove one spell or effect up to your highest spell level
  • Furyfire All (including allies) in 20′ area take 1d6/lvl damage. Atk
  • Lexicon You can speak and read any language (GM disc). 1 hr/lvl
  • Apparition Immobile illusion up to a 10′ cube. Enemy resist. 1 min/lvl

Arcane Fourth Level Spells

  • Induce Terror All targets that can hear you roll for Morale at disadvantage
  • Enervate One target in 30′ goes to 4 STR (-3). Attack. 1 min/lvl
  • Sculpt Element Conjure or control 1 element. Concentration. 1 min/lvl
  • Astral Rift Teleport an object you touch to a point in sight. DC for size
  • Truesight You and 1 ally/lvl ignore dark and invisibility. 10 mins

Arcane Fifth Level Spells

  • Wayfarer You or one target teleports to any known place (this plane)
  • Confound One target/lvl in 30′ goes to 4 INT (-3). Attack. 10 mins
  • Dissolve One target or object you touch melts and/or dies. Atk
  • Deadly Mist Targets in 20′ area resist or take 2d6/lvl damage. 10 mins
  • Infernal Call Summon a demon of your lvl. Check for obedience. 1 hour

Divine Spell List

Divine Cantrips

  • Illuminate Create torchlight from your hand. Concentration
  • Reforge Mend or repair a mundane object up to a human in size
  • Providence You or one touched ally gets a +1 to next check. Quick
  • Stable Touch Automatically stabilize one dying target that you touch
  • Stench of Evil You can smell evil aligned creatures. Concentration

Divine First Level Spells

  • Suture Heal 1d8 HP to 1 target in 30′ in line of sight. Quick
  • Turn Undead Undead targets of HD less than lvl and in 30′ flee. Atk
  • Sacrosanct Advantage to resist attacks and effects from evil enemies
  • Condemn Incapacitated targets that can hear you instantly die
  • Holy Scepter Summon a 1d10 + WIS mace. You’re proficient. 1 min/lvl

Divine Second Level Spells

  • Impassable 2HD/lvl worth of targets in 30′ go to 0′ speed. Atk. 1 hour
  • Purify Cure poison or blight from an area. Roll check for size
  • Divine Vigor Allies that hear you gain +1 to all checks. Concentration
  • Sustenance One target/lvl is granted nourishment equal to a meal
  • Zeal You or 1 ally become immune to fear for 1 min/lvl

Divine Third Level Spells

  • Angelic Aura You and allies in 10′ gain +2 AC. Concentration. 1 min
  • Hexbreak Remove one curse or disease from 1 object. Check vs. DC
  • Pacify All targets in 30′ have no wish to fight. Atk. 1 min/lvl
  • Smite You or 1 ally gain advantage to all attacks vs. evil. 1 turn/lvl
  • Field of Quiet All forms of sound in 30′ are silenced. Concentration

Divine Fourth Level Spells

  • Deviscerate Heal 3d8 HP of 1 target/lvl in 30′ of you.
  • Lay to Rest Kill all undead targets of HD less than lvl in 30′. Atk
  • Wrath You or 1 touched ally can attack as a quick. 1 min
  • Holy Dawn Light fills the area. 1d4 damage to evil targets. Atk. 10 min
  • Retribution If you or 1 ally get hit, enemy takes 1d8 damage. 1 min/lvl

Divine Fifth Level Spells

  • Geas A touched target follows your quest til death. Enemy resist
  • Commune Ask god questions. They answer up to lvl in words
  • Sanctify All cursed or poisoned allies in 30′ are cured. Magic check
  • Sanctuary Create 20′ divine area. Enemy resist to enter. Concentration
  • Transcendence Target 30′ area. Allies within heal 4d8. Enemies take 4d8