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Spells and Enchantments

Every character in Spirits & Spellcraft has access to spells, Actions that require spending Mana Points in order to use. Spell access unlocks the possibility for every character to weave their magics with their martial powers.

Casting and Sustaining a Spell

In order to cast a spell the character needs to be within range of the spell, have the Action available to use, and have the MP in order to cast it. A Spell Focus is not required, but will make casting more effective.

When targeting an opposing creature with an offensive spell roll 1d20 + Wisdom modifier vs opposing Defense and from there follow the rules of the spell that was cast.

Sustaining a spell allows for the effects of a spell to be extended without spending additional MP, giving them freedom to use their Standard Action to continue casting.

Understanding Spells

The Spell Index has a list of spells with simple information provided at a glance. In order to understand the table a list of terms are provided below.

Spell Description

With such a variety of magic prowess the information of spells has been categorized as so.

Name

The name of the spell.

Mana Cost

How much Mana Points the spell takes in order to cast.

Action

The type of Action that the spell takes in order to cast.

Spell Type

The type of spell that is being cast. There are a variety of spell types that are listed below

  • Somatic. Spells that need a form of movement in order to cast. Cannot be cast while Grappled.
  • Verbal. Spells that need some form of speech in order to cast. Cannot be cast while Silenced.
  • Touch. Touch spells are cast within unarmed melee range of the target.
  • Ranged. Ranged spells can be cast from a distance, often with only one target.
  • Area of Effect (AoE).AoE spells target multiple opponents with one attack roll by casting upon the environment. There are several types of Area of Effects.

Area of Effect Types

  • Aura. A spell centered upon the caster.
  • Burst. A ranged spell that affects an area in a square or cube.
  • Cone. A Touch spell that begins in an adjacent square to the caster and widens as it extends.
  • Line. A ranged AoE spell that creates an AoE in a straight line.
  • Wall. A ranged AoE spell that creates an AoE in a manipulated line that can change direction.

Range

How far the spell can travel before fizzling out and becoming ineffective.

Area

The range of the Area of Effect on a spell.

Target

The Defense the spell targets when being cast on something.

Duration

How long the spell lasts until needing to be recast.

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