Casting Spells
The casting of a spell can range from a simple word of magical might that creates a fleeting effect to a complex process taking minutes or hours to cast and producing a long-term impact. Casting a Spell is a special activity that takes a number of actions defined by the spell. When you Cast a Spell, your spellcasting creates obvious visual manifestations of the gathering magic, although feats can help hide such manifestations or otherwise prevent observers from noticing that you are casting.
Cast a Spell
You cast a spell that you have prepared or in your repertoire. Casting a Spell is a special activity that takes a variable number of actions depending on the spell, as listed in each spell’s stat block. As soon as the spellcasting actions are complete, the spell effect occurs.
Some spells are cast as a reaction or free action. In those cases, you Cast the Spell as a reaction or free action (as appropriate) instead of as an activity. Such cases will be noted in the spell’s stat block – for example, “⤾ Verbal.”
Readying Spells You can use the Ready activity to begin casting a spell but delay its resolution to occur in response to a trigger, even if the spell takes 2 or 3 actions to cast. The number of actions you can use to cast the spell cannot exceed the number of actions you used for the Ready activity. You may spend additional actions when using the Ready activity to prepare for your planned spell. From the time you use the Ready activity until the spell takes effect, you are considered to be casting the spell and are vulnerable to being disrupted (see Disrupted and Lost Spells).
Channeled Spells Some spells take more actions to cast than you have available. You may begin casting a spell with your available actions and finish it on a subsequent turn by spending the remaining required actions. You cannot take reactions while channeling a spell, and you must spend all available actions toward completing the spell to avoid losing the spell. If you can’t take actions on your turn (for example, if you are stunned), you lose the spell. You are considered to be casting the spell the entire time you are channeling it and are vulnerable to being disrupted .
Long Casting Times Some spells take minutes or hours to cast. The Cast a Spell activity for these spells includes a mix of the listed spell components, but it’s not necessary to break down which one you’re providing at a given time. You can’t use other actions or reactions while casting such a spell, though at the GM’s discretion, you might be able to speak a few sentences. If combat breaks out while you’re casting a spell, you may choose to lose the spell or continue casting the spell as a Channeled Spell.
Cantrips
A cantrip is a basic, familiar spell that’s weaker than focus spells but can be used with greater freedom and flexibility. The title of a cantrip’s stat block says “Cantrip” instead of “Spell.” Casting a cantrip doesn’t use up focus points; you can cast a cantrip spell at will, any number of times per day.
Unless noted otherwise, you cast cantrips at your level. When you finish casting a cantrip, you may choose to spend a Focus Point to cast the cantrip at twice your level. You may also spend a Power Point (if you have any available) to cast the cantrip at 2.5 times your level (rounded up). These points are spent when the spell takes effect – if the spell is interrupted before it takes effect, you do not spend the points. The title of a cantrip’s stat block lists a cantrip level. Your casting level must be at least equal to the cantrip’s level in order to cast the spell.
Focus Spells
Focus spells are powerful, complex, or demanding spells that require significant energy and concentration to cast. The title of a focus spell’s stat block says “Spell.” You cast focus spells using a special pool of focus points. Unless noted otherwise, it costs 1 focus point to cast a focus spell. The Focus Point is spent when the spell takes effect – if the spell is interrupted before it takes effect, you do not spend the Focus Point.
Unless noted otherwise, you cast focus spells at your level. When you finish casting a focus spell, you may choose to spend a Power Point (if you have any available) to cast the spell at 1.5 times your level (rounded up). The Power Point is spent when the spell takes effect – if the spell is interrupted before it takes effect, you do not spend the Power Point. The title of a focus spell’s stat block lists a spell level. Your casting level must be at least equal to the spell’s level in order to cast the spell.
Focus Points and Power Points
In order to cast powerful spells and abilities, you must draw on limited resources of concentration, energy, and power to fuel or channel the spell’s or ability’s effects. These limits are represented by two resources: Focus Points and Power Points.
All characters capable of casting focus spells have a focus pool of between 1 and 3 Focus Points, as described by your class. 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 magic to replenish your focus pool. If you gain an ability outside of your class that requires Focus Points, you automatically gain a focus pool with 1 Focus Point (this does not stack with any Focus Points granted by your class). Your focus pool can’t have a capacity beyond 3 Focus Points, even if some combination of effects would cause it to exceed this number.
Some classes also have access to Power Points, which can be used to empower spells and access your most powerful spells. If your class grants you Power Points, you have a power pool that holds one or more Power Points, as described by your class. You can spend a Power Point along with a Focus Point to empower the focus ability; you cannot spend a Power Point by itself. You also have a reserve pool that can hold zero or more reserve Power Points. You cannot spend Power Points in your reserve pool – these are used only for replenishing your Power Pool via the Refocus activity. You replenish all the Power Points in both your power pool and reserve 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 magic to transfer a Power Point from your reserve pool to your power pool.
Refocus
(Concentrate, Exploration)
Requirements You have a focus pool.
You spend 10 minutes performing deeds to restore your magical connection. This fully replenishes your focus pool. If you have a power pool and you have spent at least 1 Power Point since you last regained any Power Points, you may transfer 1 Power Point from your reserve pool to your power pool. The deeds you need to perform to refocus are specified in the class or ability that gives you your focus spells. These deeds can usually overlap with other tasks that relate to the source of your focus spells. For instance, a cleric can usually Refocus while tending the wounds of their allies, and a wizard might be able to Refocus while attempting to Identify Magic.
Spell Attack Rolls and DCs
Many spells allow creatures to defend themselves using either their AC or a saving throw. Two statistics govern how potent your spells are against these defenses: your spell attack roll and your spell DC. When recording these
on your character sheet, add together only the numbers that always apply—usually just your ability modifier and proficiency bonus.
Spell attack bonus = proficiency bonus + class modifier + other bonuses + penalties
Spell DC = 10 + proficiency bonus + class modifier + other bonuses + penalties
A spell attack roll is like other attack rolls, so any bonuses or penalties that apply to all your attack rolls should be included in your calculation. For instance, a +1 status bonus to attack from a blessing would benefit your spell ray just like it could an arrow. However, note that the spell attack roll doesn’t gain any bonuses or penalties that apply specifically to weapon attacks or unarmed attacks.
The multi-action penalty applies to spells. When casting spells with the Attack keyword, reduce your spell attack bonus and spell DC by 5 per multi-action penalty. The penalty to save DC applies only to the initial save; subsequent saves against the same spell use your full spell DC.
Spell Components
A spell description lists the components required to Cast the Spell. Each component adds certain traits to the Cast a Spell activity, and some components have special requirements. The most common components are listed below.
Somatic
A somatic component is a specific hand movement or gesture that generates a magical nexus. The spell requires you to make gestures. You can use this component while holding something in your hand, but not if you are restrained or otherwise unable to gesture freely.
Spells that require you to touch the target require a somatic component. You can do so while holding something as long as part of your hand is able to touch the target (even if it’s through a glove or gauntlet).
Verbal
A verbal component is a vocalization of words of power. You must speak them in a strong voice, so it’s hard to conceal that you’re Casting a Spell. You must be able to speak to provide this component.
Concentration
A concentration component is a complicated series of steps or balance of forces that must be carefully remembered and orchestrated. You provoke an Attack of Opportunity from nearby enemies, and any damage you take before completing the spell may disrupt the spell.
Material
A material component is a bit of physical matter consumed in the casting of the spell. The spell gains the manipulate trait and requires you to have a free hand to retrieve and manipulate a material component. That component is expended in the casting (even if the spell is disrupted).
Except in extreme circumstances, you can assume all common components are included in a material component pouch.
Focus
A focus is an object that funnels the magical energy of the spell. The spell gains the manipulate trait and requires you to either have a free hand to retrieve the focus listed in the spell or already be holding the focus in your hand. As part of Casting the Spell, you retrieve the focus (if necessary), manipulate it, and can put it away again if you so choose.
Foci tend to be expensive, and you need to acquire them in advance to Cast the Spell.