A spell is an effect brought about by force of magic. This force is typically powered by the positive or negative material plane of existence. There are various methods to tap into this power. There are three types of magic effects:
Innate Abilities. These abilities fall into three types, exceptional abilities, supernatural abilities and spell-like abilities. When some one discusses an "ability", this is typically what they are referring to. These abilities may be continuous, at will (normally once per round), or usable a certain number of times per day—noted in the description of the ability.
Extraordinary Abilities. These abilities are semi-magical or non-magical—usually a function of a creature's physical make up and cannot be suppressed due to anti-magic or resisted via magic resistance. Examples. a troll's regeneration, a frog's sticky tongue, or a bear's hug attack.
Supernatural Abilities. These abilities are a special type of magic and can be suppressed in areas of anti-magic. Magic resistance only works against the effect if the description notes a caster level. Examples. A cloak of displacement effect, a dragon's breath weapon, a medusa's gaze, a rust monster's corroding touch, or the powers of the undead. These effects do not have magical auras, although a magic item granting the effect will.
Spell-like Abilities. These abilities are magical and exactly duplicate the effect of an incantation spell of the same name. The procedure for casting the spell is different as these abilities may be brought about without declaration as a minor action and typically in 1 segment (and cannot be disrupted).
Incantations. These are the spells found on the spell caster spell list and cast by such spell casters using spell components. When someone discusses a spell, they typically mean an incantation. During the casting time, the spell caster is in deep concentration and, if disturbed, the spell will be lost (as if cast, with no effect). Spells must be prepared (set in the mind of the caster using a special ritual) from a list of known spells. Known spells are listed in order of spell level (the power level) and each caster has a number of available spell slots per spell level that they may fill with prepared spells.
Invocations. These are spells, similar to incantations but instead of using spell components, the caster uses a magic item to cast the spell. Usage must be declared in combat. Some of these spells are slightly modified incantations, as detailed in the magic item description. The casting time is listed in the magic item description. Unlike incantations, invocations do not require deep concentration during casting unless the magic item is written in nature (e.g. spell scrolls). Casting times and caster level will vary based on the item. Most magic items produce effects using an innate ability—items using invocations will be noted.
Each spell caster has a spell list containing the widely known or typical spells for each spell level. Of these, the spells known are normally a function of spell caster type. Priests typically have access to the entire list as well as any special spells granted by their specific deity. Mages must obtain each spell individually and succeed a comprehension check in order to learn it and place it in their spell book. This process is detailed in the character class description.
All "spells" (incantations, invocations, spell-like abilities, and some supernatural abilities) come in two types:
Priest Spells. (clerics, druids, shamans, etc.) The access to this magic is given by way of extraplanar beings. Based on the power (spell level), access is granted by a deity or it's intermediaries.
Spell Preparation to Fill Spell Slots. Priest spell casters pray to their deity (or nature spirit) for their spells. Assuming they have been conducting themselves in a manner in accordance with the deity’s doctrines, they will be granted their spells. Spells of 1st and 2nd level are accessed through simple meditation and venerated objects or plants. Spells of 3rd through 4th level are granted through an intermediary of the deity, power nature spirit or creature from the appropriate Outer Plane. Spells of 5th level or above are granted directly from the deity or nature power itself.
Mage Spells. (illusionists, magic-users, witches, etc.) The access to this magic is more direct, tapping directly into the positive or negative material planes. Unless a spell is unique to a priest spell list or otherwise noted in the ability description, spells and abilities use versions from the mage spell lists.
Spell Preparation to Fill Spell Slots. Mages must memorize spells from a written set of formulae*. Typically, these notations are set in a book containing many pages for future writings, allowing for notes on how to make the spell more powerful as the mage rises in level (longer range, more damage, etc.). Mages use these spell books to help place the spell trigger in their minds through a memorization process.
* Witches obtain spells through a conduit provided by their familiar or a special cauldron in a manner similar to priests.
Spell casters require a minimum of 15 minutes per spell level to prepare a spell for casting. Thus a 3rd level spell requires 45 minutes of prayer, meditation, or study. If this process is interrupted for any reason, it must be begun again for that spell. The maximum time required to fill all spell slots is 3 hours of continuous preparation.
Spell Substitution. Any spell caster may substitute a lower level spell in an available higher level spell slot. No additional benefits are otherwise gained and the spell acts as if it were a spell of it’s actual spell level.
Spell casters can prepare a number of spells each day listed in their character class description. They can choose to leave a slot unfilled to give them flexibility to fill it at a later time (taking 15 minutes per spell level as described above).
Prepared Spell Discharge. Any caster can choose to wipe a spell from memory as if cast without actually casting the spell or using components. This is typically done before a rest period in order to replace the spell.
When a spell is cast it is forgotten/gone and a spell caster must rest (usually sleep) to gain the ability to replace the spell through memorization or prayer/meditation. The time required in rest depends on the spell level to be recovered. Constant interruptions to sleep may affect a caster’s ability to recover spells (per the GM).
In order to achieve the deep rest necessary to regain the ability to replace a prepared spell, a spell caster can only rest twice in any 24 hour span. This means, even spell casters desirous of regaining only lower level spells (e.g. a 4 hour rest) can only do so twice in this span and still recover spells.
Because all spell books are intensely personal works, the size of a spell book is determined by the content. One spell level's worth of notes and diagrams can be written on a single piece of vellum (covering both sides) with the dimensions of roughly 12-inches by 17-inches ("Recute/Chancery" size; ratio of 1.42). This page size represents an area of ~204-inches. Each piece of vellum weighs 0.125-lbs. and costs 8 gp. Thickness is approximately 2-inches for 100 sheets (not counting a cover which adds at least 1-inch).
If contained in a book, a typical sturdy cover of about 12.5-inches by 18-inches weighs 3-lbs. and is made of wood covered in leather with metal corner brackets and leather page protectors. A cover, protectors, and binding (all of top quality) will cost as much as the paper (at minumum). The minimum number of pages in such a book is approximately 50 pages (50 spell levels) and overall book thickness is about 2-inches. Thus, the book will weigh 9.25-lbs. and cost 800 gp before any spells are inscribed.
Encumbrance. When carried in a backpack, a book's encumbrance will be equal to it's actual weight. If carried in hand or in a hanging sack, a books encumbrance will be 3 times greater than it's actual weight.
Saving Throws. A typical book makes item saving throws as if leather. Many spell books are made with specially treated covers made from the hide of a creature resistant to the various elements. This typically adds 200 gp to the cost of a book similar to the one described above. In this case, the book gains a +2 bonus to saves versus acid, fire (any), disintegration, and lightning attacks. The special material won't normally add weight unless ruled otherwise by the GM (dragon hide, etc.).
Non-typical Books. Spell book pages can be carried as scrolls, rolled or laid flat, kept in binders or in tubes made of various materials. A typical scroll case (see Adventuring Gear) can hold up to 10 sheets of vellum without harming the material. Of course, larger tubes can be constructed (having a higher encumbrance weight). The GM may rule that frequent handling of rolled vellum could introduce additional wear-and-tear chances. Note that page size will change the attributes of the spell book/scroll/whatever. For example, a page size of 12 by 12 inches represents an area that is about 39% smaller than normal and thus a 50 page book with those dimensions will only contain 35 spell levels.
Scribing Spells. Once a spell is in hand, it can be studied and, based on your Intelligence score, you have a chance to comprehend it which is the first step toward adding it to your book and repertoire. If you succeed the comprehension check, you can then inscribe the spell into your spell book. Special inks and quills are required which cost 100 g.p. per spell level of the spell to be inscribed. The process (no matter how many spells are learned and inscribed) takes one day per spell level. Spell scrolls or spells from other mage’s spell books may be inscribed thusly (if spell comprehension exists!) but this process destroys the inscription on the original medium. Only spells that have been comprehended may be inscribed into your book (unless you utilize a write spell).
Using Another Mage's Spell Book. This can be done if the owner of said book is on hand to help interpret short-hand and notation. In any case, a spell must have been comprehended before it can be prepared. Magic-user and illusionist books cannot be interchanged between the two classes in such a manner. If the book's owner is not on hand and/or helpful, spells must be re-inscribed into your personal book as per scribing spells above.
Spell Book Experience and Cash Value. Spells books are valued as spell scrolls. Each spell is 100 XP multiplied by the spell's level on the spell list. Gold piece value (for XP or just cash) is three times this. A mage will only gain XP value for each spell scribed into their own book, unless the spell book is sold (gaining XP for gp as normal). XP value is lost after gaining a level so spells scribed later may not add XP.
Spell Books and Detect Magic. All mage spell books radiate a Dim aura of magic if subject to a detect magic spell.
Example. A spell book with 12 spells is found (totaling 22 spell levels), 4 spells (for a total of 8 spell levels) are scribed and the remaining book is sold for 2,520 g.p. (60% of 4,200 g.p.). The mage would gain 800 XP plus their share of the 2,520 XP (and cash share as well).
Casting an incantation releases the spell energy using the trigger stored in the caster mind along with any components necessary to access the energy, verbal intonations, gestures (somatic movement), or materials. Each spell is described with a similar set of statistics:
This indicates that a spell may be reversed for a different effect (e.g. light vs. darkness). If the original “forward” form is in the spell book (or available in the case of clerics), it may be prepared “reversed.” If prepared in normal form, however, it may not be reversed during casting.
This is noted in italics and indicates the "domain" of magic used by the spell. These domains, are sometimes important when dealing with creatures with specific immunities or understand how the magic works from a overall classification.
Sub-type, if any, is listed in italics and brackets after Spell Type. These are described in Spell Domains and Attributes.
This denotes the spell caster type and level of the spell (e.g. “Cleric 6” is a 6th level cleric spell). In some cases, two (or more) spells of the same name exist, each for a different spell casting class.
These are verbal (V), somatic (S), and/or material (M). Verbal means a spell must be cast using a clear, strong voice speaking magical incantations or prayers. Somatic means a caster must perform gesticulations while casting, drawing out magical symbols in the air or noting areas and or targets. Material means the caster must draw forth some object(s) to be used in the casting of a spell (see Material Components below).
Number of Hands. A spell caster can cast spells with somatic and material components as long as they have one hand/member free (not holding anything). Casting a spell with only a verbal component does not require any hands free of course.
This shows the number of rounds or segments of a round, required to cast the spell. This is particularly important in combat situations because spell casters are immobile while casting and contact of any kind can ruin the invocation of the spell. A casting time that requires "1 round" will consume the entire round it is begun if there is no delay. A casting time taking multiple rounds will treat the round the spell casting began as "round 1" and the casting will complete at the end of the last round of casting.
This is the maximum distance from the caster that the spell’s effect can occur or the maximum distance at which the caster can designate the spell’s point of origin (center).
A range of “0” means the spell is centered where the caster stands (the spell may or may not "move with the caster"; see the spell's description).
Range for [summoning] or [conjuring] spells indicates the maximum distance from the caster the summoned creature(s) first appears (as desired by the caster.
“Touch” indicates the caster must physically contact the recipient of the spell with his or her hand (using a melee contact attack). See Touch Spells in Combat.
If the spell is a "ray" (ie. ray of something), see Rays.
This is given as number of days, hours, turns, rounds, or simply, “instantaneous”. A duration of instantaneous means the magic makes a one-time effect that, after it is cast, is no longer magical. Thus, a blast of energy may be instantaneous as would be a conjured stone wall that, once brought into existence, is not considered a magical effect, even though the wall may be in existence for all eternity.
A duration for any effect that lasts "1 round" will complete at the end of the succeeding round.
Otherwise, a duration spanning multiple rounds will count the round begun as "round 1" (even if the action/casting took 1 round) and will end at the end of the last round of the duration.
While this may seem like a discrepancy, it reduces the amount of book keeping and tracking segment-by-segment timings.
“Permanent” indicates the spell lasts until somehow dispelled or, in some cases, activated.
“C” means the caster must concentrate to maintain the spell. See COMBAT, Actions Types, Concentration.
"D" means the spell is able to be dispelled by the caster through by using a minor action as an innate ability (i.e. the spell effect can be dispelled by using a quick thought). Otherwise, all spells last for the entire duration (unless subject to a dispel magic effect). Other than spells requiring concentration to be maintained, the caster's death does not end the spell effect (subject to the spell's description).
This shows how large an area the spell covers, or how many creatures it will affect. When assigning the specific origin (center) of a spell's area of effect, see Using Grids or Battle Maps. While spell casters can precisely position a spell to a visible point in space, a spell caster cannot control the actions of other creatures that may move them beyond the range of the spell or outside the area of effect. The GM will determine the position of creatures (not in melee) when the spell is completed using the Spell Caster Initiative Table. If an area of effect overlaps with, but does not fully cover a group in melee, the GM must 1.) determine how many combatants can be in the area of effect, and 2.) determine (typically randomly) which creatures are in the area of effect. The number of creatures is usually a function of the total melee area involved (normally 10-ft. square per two opponents unless in cramped conditions) and percentage of overlap. An emanation will cause the spell to continuously affect all in the area of effect. A burst will affect on those in the area of effect when the spell is cast. A burst needs Line of Effect from the origin point of the burst to the targets in the area in order to affect them, and if that line of effect is obstructed (but not completely blocked), the target may have Cover for any attack rolls or saves that the burst effect uses.
This will indicate whether a saving throw is possible and, if it is possible, whether success negates the spell (for no effect), the effect is avoided for that round (save avoids), or reduces its effects (e.g. “½” or half damage).
If targeted with a mental effect and the target makes its saving throw, the target may feel a small tingle but it won't know from what or from who (unless they are observing a caster cast a spell which is a good give-away). Creature's very experienced at making saves versus mental effects will know they have been targeted by a (potentially) hostile effect.
Material components for spells are assumed to be kept in little pockets, stored in the folds and small pockets of the spell caster’s garb. Of course, some materials are too bulky, and in these cases the materials must be accounted for carefully. Also, some materials are rare, and these must be found and acquired by the caster. Clerics will often need access to their holy symbol for spell casting. See also Character Classes, The Druid, for information regarding a druid’s use of mistletoe.
Casting Spells in Combat Situations. See E. Spells.