Spellcasting

From Kronopolis and the Flat Plane
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Spellcasting is the art of conjuring, creating and using magic. For some, this is a matter of study and practice, while others its natural cunning, instinct and genetics. Some gain this power from their gods, others through the spirits around them, and some through occult rites. These different sources are described as the four main practices of magic: Arcane, Divine, Primal and Occult.

Each source draws their power from something specific, for arcane spellcasters, this is the arcane weave, which flows through everything like an encoded memory of the world. For divine spellcasters, they receive their power from either higher powers and creatures or just pure faith.

Each source has their own way of creating magic, which means that the way they use components, learn spells or prepare and cast spells may differ.

Spell Level

Every spell has a level from 0 to 9. A spell’s level is a general indicator of how powerful it is. Cantrips are simple level 0 spells that characters can cast without expending their resources. The higher a spell’s level, the higher level a Spellcaster must be to use that spell.

Spell Level and character level don’t correspond directly. Typically, a character has to be at least 17th level, not 9th level, to cast a 9th-level spell.

Spell Points

Characters and creatures that uses spellcasting has a pool of spell points to fuel spells. Each spell level has an associated point cost as shown in the Spell Point Cost table. Cantrips don't require slots and therefore don't require spell points.

The number of spell points you have to spend is based on your themes' Spellcasting Feats. You regain all spent spell points when you finish a long rest.

Spell Level Point Cost
1st 2
2nd 3
3rd 5
4th 8
5th 13
6th 21
7th 34
8th 55
9th 89

Rituals

Certain spells have a special tag: ritual. Such a spell can be cast following the normal rules for spellcasting, or the spell can be cast as a ritual. The ritual version of a spell takes 10 minutes longer to cast than normal. It also doesn't expend spell points, which means the ritual version of a spell can't be cast at a higher level. Ritual Feat

To cast a spell as a ritual, a spellcaster must have the Ritual Casting feat. The caster must also have the spell prepared or on his or her list of spells known.

Arcane Spellcasting

By drawing power from the arcane weave, an arcane spellcaster can redraw and bend reality to its will. With the use of specific gestures and sounds a spellcaster can interact with the weave, commanding it and telling it what to do. These maneuvers takes years upon years to master, are often long and tedious to cast and perform and can be almost impossible to remember without a spellbook.

While a few arcane spellcaster can cast spells that are fixed in their mind, even in the most dire circumstances, most arcane spellcasters circumvent that problem with an arcane focus. Arcane Spellcasting Ability

Arcane spellcasters use Intelligence as their spellcasting ability modifier. You use your Intelligence whenever a spell refers to your spellcasitng ability. You are always proficient with your own spellcasting, and the proficiency bonus is level-based, as described above in the Proficiency introduction.


Arcane Spellcasting Ability = 8 + your proficiency bonus + your Intelligence modifier


Learning & Preparation

Arcane spellcasters learn spells that they then must prepare. Each time you learn an arcane spell from either a class feature, feat or other feature, you know it by heart. When you prepare your arcane spells, you prepare them from the spells that you have learned.

Preparing your arcane spells requires time spent studying, practicing and memorizing the incantations and gestures you must make to cast the spell, as well as storing arcane functions within a focus.

You can change your prepared spells when you finish a long rest. Preparing a new list of spells requires you spend at least 5 minute per spell level for each spell on your list. Mental Preparation

An arcane spellcaster can prepare a number of arcane spells in their mind from their known spells equal to the total arcane spell level of their Intelligence score. Each spell level counts as one level higher for preparation purposes, such that a level 1 spell counts as a level 2 spell and cantrips, which are level 0 spells, count as level 1 spells.


Mentally Prepared Arcane Spells = your total sum of spell levels counted as one level higher and squared, divided by two (rounded up) = your Intelligence score


Arcane Focus

An arcane focus is a special item used by manipulators of the arcane weave to more easily cast their spells. They come in many variations: orbs, rods, staves, wands, or some similar item - designed to channel the power of arcane spells, but tying them all together is the use of a crystal.

Crystals are used by their wielders by imprinting arcane functions into its crystalline structure. This takes time and preparation, but lets their wielders more easily prepare and remember spells. The arcane functions works as a shortcut to the weave, repeating complex patterns, gestures and other arcane components.


Arcane Focus Prepared Spells = the sum of your prepared memory spells + your prepared width spells


Crystals however are not all the same, different structures and bonds have different strengths and weaknesses. These strengths and weaknesses are scored by the Conductivity, Memory and Width factors. Depending on the wielder of the arcane power, their focus and choice of crystal may vary. The following are the factors each crystal have.

Crystal Structures

Conductivity
You gain a bonus to spell attack rolls and to the contested check DCs of your arcane spells.

Degree / Quality Simple Martial Masterwork
Low -2 -1 +0
Medium -1 +0 +1
High +0 +1 +2

Memory
You can prepare a number of spells from your known spells up to a sum of total spell levels.

Degree / Quality Simple Martial Masterwork
Low 8 16 24
Medium 12 24 36
High 16 32 48

Width
You can prepare a number of spells from your known spells of a spell level equal to or lower than (1/3/5), determined by the quality of the crystal: (Simple/ Martial/ Masterwork).

Degree / Quality Simple Martial Masterwork
Low 0 0 0
Medium 8 16 24
High 16 32 48
Salt Crystals

Salt crystals are foci used primarily for use when wielding a wide arsenal of simple spells. Casters who use these crystals are often specialists that have to be ready for anything. They generally do not have the capacity for high level magic, but rather many low level spells.

Simple Martial Masterwork
Conductivity [Medium]
Spell bonus
-1 +0 +1
Memory [Low]
Number of Memory spells
8 16 24
Width [High]
Number of Width spells
(Max. spell level)
16
(1)
32
(3)
48
(5)
Metal Crystals

Metal crystals are used mainly in warfare by wielders focused on a few destructive spells, like warmages or spellswords, or by specialized magicians that focus only on very specific spells, like forge-mages and transmuters.

Simple Martial Masterwork
Conductivity [High]
Spell bonus
+0 +1 +2
Memory [Medium]
Number of Memory spells
12 24 36
Width [Low]
Number of Width spells
(Max. spell level)
0
(1)
0
(3)
0
(5)
Gem Crystals

Gem crystals are a wide range of arcane crystals that also is the most common type of focus for most mages. These crystals main advantage is their large memory and capacity to store arcane functions. For those not worried about being the most accurate and effective, but rather varied in both high level and low level magic, gem crystals are perfect.

Simple Martial Masterwork
Conductivity [Low]
Spell bonus
-2 -1 +0
Memory [High]
Number of Memory spells
16 32 48
Width [Medium]
Number of Width spells
(Max. spell level)
8
(1)
16
(3)
24
(5)

Divine Spellcasting

Divine magic, as the name suggests, is the power of the gods, flowing from them into the world or brought upon in through sheer will. Divine casters are conduits for that power, manifesting it as miraculous effects. This power is not granted to everyone who seeks it, but only to those chosen to fulfill a high calling.

Harnessing divine magic doesn't rely on study or training. A divine caster might learn formulaic prayers and ancient rites, but the ability to cast spells relies on devotion and an intuitive sense of a deity's wishes or their internal ardor.

Divine casters are wide in their magic, from helpful magic of healing and inspiring their allies with spells that harm and hinder foes to provoking awe and dread, lay curses of plague or poison, and even call down flames from heaven to consume their enemies.

Divine Spellcasting Ability

Divine spellcasters use either Wisdom or Charisma as their spellcasting ability modifier, dependent on their source of power. You use your Wisdom or Charisma whenever a spell refers to your spellcasitng ability. You are always proficient with your own spellcasting, and the proficiency bonus is level-based, as described above in the Proficiency introduction.


Divine Spellcasting Ability = 8 + your proficiency bonus + your Wisdom/Charisma modifier


Preparation

Divine casters do not need to prepare their spells. They can cast all spells on their domain spell lists, as long as they can cast their spell level.

Divine Focus

Divine foci are a special items tethered to the source of a divine caster's power. Whether it is an icon dedicated to a deity, a personal object of great importance or just as a simple means to expel their divine power to the material plane.

Divine foci can range from simple carved holy symbols to jeweled icons of the praised deity, but books are also a common foci and even natural objects like twigs, rocks or leaves from holy places. Whatever object is used, the wielder often has to have it in hand, to project its power.

Divine Domain

Divine casters choose two domains related to their deity from the list of domains below. Each domain details their own spell list and once you gain a domain spell, you always have it prepared.

Domain Channel Divinity

Divine casters also have access to the channel divinity options associated with their domains. These are shown in the list of domains and can be found detailed in the Divine Feats chapter under Feats.

Incomplete: Need list of spells.