Spellcasting

Spellcasting Attribute

The Spellcasting Attribute determines what attribute is utilized for the casting of spells.
The Spellcasting Attribute DC for your spell is 8 + your proficiency bonus + Spellcasting attribute.

Spell components

Spell components are the physical requirements you must meet in order to cast it. Each spell's description indicates whether it requires verbal (V), somatic (S), or material (M) components. If you can't provide one or more of a spell's components, you are unable to cast the spell.

Verbal: Most spells require the chanting of mystic words. The words themselves aren't the source of the spell's power; rather, the particular combination of sounds, with specific pitch and resonance, sets the threads of magic in motion. Thus, a character who can’t speak by any means can't cast a spell with a verbal component.

Somatic: Spellcasting gestures might include a forceful gesticulation or an intricate set of gestures. If a spell requires a somatic component, the caster must have free use of at least one hand to perform these gestures. A spellcasting focus removes the need for somatic components.

Material: a material component is an additional requirement that the spell needs to function. if a spell specifies a price, the cost is paid immediately before the spell is cast, otherwise it is covered by the upkeep cost. You must have a free hand to hold the material component.

Concentration

Some Spells require you to maintain Concentration in order to keep their magic active. If you lose Concentration, such a spell ends.
You lose Concentration on a spell if you cast another spell that requires Concentration. Additionally, whenever you take damage while you are concentrating on a spell, you must make a fortitude saving throw to maintain your Concentration. The DC equals 10 or half the damage you take, whichever number is higher. If you take damage from multiple sources, such as an arrow and a dragon’s breath, you make a separate saving throw for each source of damage. You also lose Concentration on a spell if you are Incapacitated or if you die.

Schools of magic

Alteration The alteration of physiological and physical properties of objects and living organisms.
Conjuration The displacement of matter.
Illusion The alteration of psychological functions.
Evocation The transformation of energy.
Divination The ability to “feel” the universe by unnatural means.
Necromancy The manipulation of the soul.

Spell ranks

Every spell has a rank from basic to master. A spell's level is an indicator of how costly and powerful the spell is, as indicated on this chart:
Spell rank Spell points used
Basic 0
Novice 1
Apprentice 2
Adept 3
Expert 4
Master 5

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