Chapter 7: Spells
Even with the widespread presence of technology, spellcasters can be found in every corner of the galaxy. Some spellcasters draw magic from other realities, some from their mystical connections to cosmic forces, and others rewrite the underlying code of the universe to cast their spells.
With special gestures and utterances, a spellcaster can call forth mystic energies, warp the mind, protect themself against danger, or even create something from nothing. Each class has its own method of learning, preparing, and casting spells, and every individual spell produces a specific effect, so learning new spells gives a spellcaster an increasing array of options to accomplish their goals.
Spell Slots
Prepared Spells
Each prepared spell is expended after a single casting, so if you want to cast a particular spell more than once in a day, you need to prepare that spell multiple times. The exception to this rule is for spells with the cantrip trait; once you prepare a cantrip, you can cast it as many times as you want until the next time you prepare spells. See the Cantrips page for more information on cantrips.
You might gain an ability that allows you to swap prepared spells or perform other aspects of preparing spells at different times throughout the day, but only your daily preparation counts for the purpose of effects that last until the next time you prepare spells.
Spontaneous Spells
Heightened Spells
In addition, many spells have additional specific benefits when they are heightened, such as increased damage. These extra benefits are described at the end of the spell's stat block. Some heightened entries specify one or more ranks at which the spell must be prepared or cast to gain these extra advantages. Each of these heightened entries states specifically which aspects of the spell change at the given rank. Read the heightened entry only for the spell rank you're using or preparing; if its benefits are meant to include any of the effects of a lower-rank heightened entry, those benefits will be included in the entry.
Other heightened entries give a number after a plus sign, indicating that heightening grants extra advantages over multiple ranks. The listed effect applies for every increment of ranks by which the spell is heightened above its lowest spell rank, and the benefit is cumulative. For example, slice reality says “Heightened (+1) The damage increases by 1d8.” Because slice reality deals 7d8 void damage at 6th rank, a 7th-rank slice reality would deal 8d8 void damage, an 8th-rank spell would deal 9d8 void damage, and so on.
Heightened Spontaneous Spells
Many spontaneous spellcasting classes provide abilities like the signature spells class feature, which allows you to cast a limited number of spells as heightened versions even if you know the spell at only a single rank.
As a spontaneous caster, you can also choose to cast a lower-rank spell using a higher-rank spell slot without heightening it or knowing it at a higher rank. This casts the spell at the rank you know the spell, not the rank of the higher slot. The spell doesn't have any heightened effects, so it's usually not a very efficient use of your magic outside of highly specific circumstances. For instance, if your party was having trouble with an invisible enemy, and you had revealing light in your repertoire but had already spent all of your 2nd-rank spell slots, it might be worth it to use a 3rd-rank spell slot to cast the spell, even though it'd have no heightened benefit.
Cantrips
A cantrip is always automatically heightened to half your level, rounded up. For a typical spellcaster, this means its rank is equal to the highest rank of spell slot you have.
Focus Spells
Focus spells are automatically heightened to half your level rounded up, just like cantrips are. You can't cast a focus spell if its minimum rank is greater than half your level rounded up, even if you somehow gain access to it.
Casting any of your focus spells costs you 1 Focus Point. You automatically gain a focus pool the first time you gain an ability that gives you a focus spell. The maximum number of points in your pool is equal to the number of focus spells you know or 3, whichever is lower. This counts only spells that require Focus Points to cast.
You replenish all the Focus Points in your pool during your daily preparations. You can also use the Refocus activity to pray, study, meditate, or otherwise reattune yourself to the source of your focus magic and regain 1 Focus Point. You can Refocus multiple times to regain multiple points, up to your pool's maximum.
Spellcasters with Focus Spells
Non-Spellcasters with Focus Spells
Focus Points from Multiple Sources
Innate Spells
When you gain an innate spell, you become trained in the spell attack modifier and spell DC statistics. At 12th level, these proficiencies increase to expert. Unless noted otherwise, Charisma is your spellcasting attribute modifier for innate spells.
If you have an innate spell, you can cast it even if it's not of a spell rank you can normally cast. This is especially common for monsters.
You can't use your spell slots to cast your innate spells, but you might have an innate spell and also be able to prepare or cast the same spell through your class. You also can't heighten innate spells, but some abilities that grant innate spells might give you the spell at a higher rank than its base rank or change the rank at which you cast the spell.
Casting Spells
Spellcasting creates obvious sensory manifestations, such as bright lights, crackling sounds, and sharp smells from the gathering magic. Nearly all spells manifest a spell signature—a colorful, glowing ring of magical runes or circuitry that appears in midair, typically around your hands, though what kind of spellcaster you are can affect this—witchwarpers' signatures often look like ripples or winkles in reality, and a mystic's might be inspired by their connection. How spellcasting looks can vary from one spellcasting tradition or class to another, or even from person to person. You have a great deal of freedom in flavoring your character's magic however you wish!
Spells can vary in how many actions they take, as shown in the spell's stat block. You cast cantrips, spells from spell slots, and focus spells using the same process, but must expend the spell when casting a spell from a spell slot and must spend 1 Focus Point to cast a focus spell. Some rules will refer to the Cast a Spell activity, such as “if the next action you use is to Cast a Spell.” Any spell qualifies as a Cast a Spell activity, and any characteristics of the spell use those of the specific spell you're casting.
Costs and Loci
A locus is an object that funnels or directs the magical energy of the spell but is not consumed in its casting. As part of Casting the Spell, you retrieve the locus (if necessary, and if you have a free hand), and you can put it away again if you so choose. Loci tend to be expensive, and you need to acquire them in advance to cast the spell, but they aren't expended like costs are. Unless noted otherwise, a locus has negligible Bulk.
Long Casting Times
Disrupted and Lost Spells
Ranges, Areas, and Targets
Touch Range
Areas
Targets
If you choose a target that isn't valid, such as if you thought a driftdead was a living creature and targeted it with a spell that can target only living creatures, your spell fails to target that creature. If a creature starts out as a valid target but ceases to be one during a spell's duration, the spell typically ends, but the GM might decide otherwise in certain situations. Some spells restrict you to willing targets. A player can declare their character a willing or unwilling target at any time, regardless of turn order or their character's condition (such as when a character is paralyzed, unconscious, or even dead).
Spells that affect multiple creatures in an area can have both an Area entry and a Targets entry. A spell that has an area but no targets listed usually affects all creatures in the area indiscriminately.
Line of Effect
Durations
Some spells have effects that remain even after the spell's magic is gone. Any ongoing effect that isn't part of the spell's duration entry isn't magical. For instance, a spell such as sunburst that creates a brief, intensely bright flash of light might blind someone for a time, even permanently. This blindness couldn't be counteracted because it is not itself magical (though it might be cured by other magic, such as sound body).
If a spell's caster dies or is incapacitated during the spell's duration, the spell remains in effect until its duration ends, using the caster's initiative order.
Sustaining Spells
Long Durations
Dismissing
Defenses
Basic Saving Throws
Spell Attacks
In rare cases, a spell might have you make some other type of attack, such as a weapon Strike. Such attacks use the normal rules and attack bonus for that type of attack.
Identifying Spells
If you want to identify a spell but don't have it prepared or in your repertoire, you must spend an action on your turn attempting to identify it using Recall Knowledge. You typically notice a spell being cast due to its sensory spell manifestations. Identifying long-lasting spells that are already in place requires using Identify Magic instead of Recall Knowledge because you don't have the advantage of watching the spell being cast.
Counteracting
Hostile Actions
Setting Triggers
Disguises and illusions fool the spell as long as they appear to match its parameters. For a spell to detect something visually, the spell's origin point must have line of sight. Darkness doesn't prevent this, but invisibility does, as does a successful Stealth check to Hide (against the spell's DC). For auditory detection, line of sight isn't necessary, though the sound must be audible at the spell's origin point. A Stealth check to Sneak can fool the sensor.
Walls
Reading Spells
Spell Name [one-action] Spell [Rank]
TraitTradition This entry lists the magical traditions the spell belongs to. Some feats or other abilities might add a spell to your spell list even if you don't follow the listed traditions.
Cast Spells that take longer than a single turn to cast include this entry to list the time required, such as “1 minute.” If the spell has a cost, locus, requirements, or a trigger, that information is also listed in this section.
Range, Area, and Targets This entry lists the range of the spell, the area it affects, and the targets it can affect, if any. If none of these entries are present, the spell affects only the caster.
Defense and Duration If a spell allows the target to attempt a saving throw or use their AC to defend against it, the type of defense appears here (see Defenses for details). A Duration entry appears if the spell has one. A spell that doesn't list a duration takes place instantaneously, and anything created by it persists after the spell.
A horizontal line follows defense and duration, and the effects of the spell are described after this line. This section might also detail the possible results of a saving throw: critical success, success, failure, and critical failure.
Heightened (rank) If the spell has special effects when heightened, those effects appear at the end of the stat block.
Rituals
Casting Rituals
Rituals do not require spell slots to cast. You can heighten a ritual up to half your level rounded up, decided when the ritual is initiated. A ritual always takes at least 1 hour to perform, and often longer. While a ritual is a downtime activity, it's possible—albeit risky—to perform a ritual during exploration with enough uninterrupted time. A ritual's casting time is usually listed in days. Each day of casting requires 8 hours of participation in the ritual from all casters, with breaks during multiday rituals to allow rest. One caster can continue a multiday ritual, usually with some light chanting or meditation, while the other casters rest. All rituals require repeated spellcasting words and gestures throughout their casting time.
Learning Rituals
Cost
Creature Level | Ritual Rank Required | Cost |
---|---|---|
–1 or 0 | 2 | 150 credits |
1 | 2 | 600 credits |
2 | 3 | 1,050 credits |
3 | 3 | 1,800 credits |
4 | 4 | 3,000 credits |
5 | 4 | 4,800 credits |
6 | 5 | 7,500 credits |
7 | 5 | 10,800 credits |
8 | 6 | 15,000 credits |
9 | 6 | 21,000 credits |
10 | 7 | 30,000 credits |
11 | 7 | 42,000 credits |
12 | 8 | 60,000 credits |
13 | 8 | 90,000 credits |
14 | 9 | 135,000 credits |
15 | 9 | 195,000 credits |
16 | 10 | 300,000 credits |
17 | 10 | 450,000 credits |
Secondary Casters
Checks
The GM can adjust the DCs of rituals, add or change primary or secondary checks, or even waive requirements to fit specific circumstances. For example, performing a ritual in a location where ley lines converge on the night of a new moon might make a normally difficult ritual drastically easier.
Secondary checks
Secondary casters attempt their checks before you attempt the primary check; no matter their results, the ritual proceeds to the primary check. Secondary checks affect the primary check depending on their results.