Spellcasters use magic to perform actions others accomplish by mundane means. Where a non-Spellcaster might walk Across the Room to get a book from a bookshelf, a Spellcaster can summon it to their hand. Magic can also make the impossible a reality, such AS the creation of a torch that burns underwater. The catch is that spellcasting is difficult, Dangerous, and requires great sacrifice.
In game terms, however, spellcasting is just another way for a character to perform Actions during an Adventure.
Spellcasting Basics #
When a player wants their Spellcaster character to use magic, they make a Spellcasting Check. Spellcasting Checks work exactly like other types of Action Checks. The Adventure Guide determines the Difficulty Score, the player adds up the character’s Action Score, and then the player rolls the dice. If the result is equal to or greater than the Difficulty Score, the Spellcasting Check is a success. The spell is cast, and the story continues.
There are, however, some special rules and requirements for Spellcasting, Spellcasters, and Spellcasting Checks. Each of the points below are covered in detail later in the chapter.
- Spellcaster Prerequisites: Spellcasting characters must meet certain prerequisites to gain the ability to cast spells.
- Spellcasting is Always a Stunt: Every Spellcasting Check is a Stunt. On a failed Spellcasting Check, the character loses Mind Points or Spirit Points (depending on their Spellcasting Primary Attribute) equal to the amount they rolled under the Difficulty Score.
- Difficulty Scores are Higher: The Difficulty Scores for Spellcasting Checks are higher than the Difficulty Score to perform the same Action by mundane means. Every Spellcasting Check has additions to the base Difficulty Score determined by the Distance to the target, how much the spell alters reality, the number of targets, and the area of the magical Effect.
- Tools and Conditions: The normal tools and conditions for a Spellcasting Check are always the same, no matter the desired outcome.
- Critical Failures May Be Catastrophic: A Critical Failure on a Spellcasting Check may result in a catastrophic outcome for the Spellcaster.
Spells #
In Open Adventure, the only limit to the number and type of spells a Spellcaster may cast is the player’s willingness to accept risk. Large, powerful spells that greatly alter reality have high Difficulty Scores. Failed Spellcasting Checks for these spells have a high cost in terms of lost points and even Wounds. A failed roll on a spell may not have significant consequences if it is cast somewhere safe, like in the Wizard’s tower, but in battle, becoming Incapacitated due to a spell failure may prove deadly.
Temporary Effects #
The Effect of most spells is temporary. Spells that create, summon, or reshape matter and energy only continue if the Spellcaster maintains the spell. The same is true for spells used to perform Assist, Aid, Obstruct, or Complicate Actions. Once the Spellcaster releases the spell, the world goes back to its original state. The effects of spells that move or heal, and the work done with a spell that emulates a skill are permanent. In addition, changes to targets and the environment, like the damage from a fireball, remain after the spell ends.
Line of Sight #
To cast a spell in Open Adventure, the Spellcaster must have a clear view of the spell’s target. Light obstructions, like fog or partial cover, do not prevent Line of Sight for Spellcasting. If the Spellcaster can see at least some portion of their target, they can cast a spell at the target. The amount they can see does not change the Difficulty Score.
If the Spellcaster’s primary means of sensing the world is something other than sight, the Adventure Guide should allow the Spellcaster to use that sense for detecting targets. That said, only natural senses may be used to determine Line of Sight to a target. Magical remote sensing devices, spyglasses, and similar tools do not count AS Line of Sight.
Character Prerequisites #
If a player wants to create a Spellcaster character, the character must meet certain prerequisites.
The character must have the Spellcaster Exceptional Ability. If a player chooses Spellcaster AS their character’s Primary Exceptional Ability, upon a failed Spellcasting Check, the character loses the same number of points AS for a failed Stunt. If Spellcaster is taken AS the Secondary Exceptional Ability, the point loss on a failed Spellcasting Check is doubled.
It is highly recommended that a player building a Spellcaster select an MO with the Spellcaster trait. If a character’s MO has the Spellcaster trait, the player may add the character’s MO Score to the Action Score for Spellcasting Checks. If a character’s MO does not have the Spellcaster trait, the player may not add their character’s MO Score to the Action Score for Spellcasting Checks.
Spellcasting Checks #
When a player wants their character to cast a spell, they make a Spellcasting Check. Spellcasting Checks are handled almost exactly like other Action Checks. They follow the same rules described in Chapter 10: Actions, with a few exceptions.
Spellcasting Difficulty Score #
The Base Difficulty Scores for a Spellcasting Check is based on the difficulty of the emulated Action, the Distance to the target, the number of targets affected by the spell, and the amount the spell bends reality. In addition, the Adventure Guide adds Drawbacks for conditions and situations that make Spellcasting more difficult.
Base Spellcasting Check Difficulty Score = Action Difficulty + Range Modifier + Reality Modifier
Adventure Guides can learn more about setting Difficulty Scores for Spellcasting by reading the Design Insights sections in the spell entries found in Appendix D: Spell Library.
Action Difficulty #
The Adventure Guide starts by selecting a Difficulty Score exactly AS they would for an equivalent mundane Action, AS described in Chapter 10: Actions and AS shown in the Action examples found in Appendix B: Action Library.
Warheart and Ezarel must climb to the top of a cliff. The cliff has a fair number of handholds, but there are a few spots that could Challenge a novice climber. The Adventure Guide sets the base Difficulty Score at 7. Warheart is going to climb the wall in the traditional fashion, relying on his athleticism and Strength. Ezarel is casting a spell that lets them stick to the wall and ascend like a spider. Since both characters are climbing, the starting Difficulty Score for Warheart’s Climb Check and Ezarel’s Spellcasting Check, before adding Drawbacks and other modifiers, is DS 7.
It is not uncommon for spells to start with Difficulty Score 0. For instance, taking a book off the shelf or lifting a jug of wine is so easy using mundane methods, in most situations it wouldn’t even warrant an Action Check. Therefore, doing either of these using magic should begin at Difficulty Score 0.
For spells emulating an Attack Action, the starting Difficulty Score is the opponent’s appropriate Defense Score. See the Attack Action and other combat Actions described in Appendix B: Action Library for more information.
Range Modifier #
Increase the Difficulty Score based on the Distance to the target. In the case of spells that move people or things, select a modifier based on the starting position or the final position of the target, whichever is greater. Use the table below to determine how much to raise the Difficulty Score.
| Range MODIFIERS TABLE | |
| Distance | DS Modifier |
| Self | +0 |
| Reach | +2 |
| Across the Room | +3 |
| Stone Throw | +6 |
| Bow Shot | +9 |
| Within View | +12 |
The Range of Self only applies to items the Spellcaster is carrying or wearing. Use Reach for touched targets.
Reality Modifier #
The Adventure Guide may apply a Reality Modifier to the Difficulty Score if the spell significantly alters reality. Summoning something from nothing or instantly completing a time-consuming job are examples of spells that alter reality. Keep in mind that the existence of magic already suggests a different set of natural rules than in our own world, so some amount of reality alteration is expected without adding modifiers. The key here is whether the magic significantly alters reality.
If the Adventure Guide believes the spell significantly alters reality, they should select a modifier from the table below.
| REALITY MODIFIERS | |
| Extent of Alteration | DS Modifier |
| Inconsequential | +0 |
| Minor | +2 |
| Slight | +3 |
| Significant | +6 |
| Legendary | +12 |
Players can avoid reality modifiers by tapping into their physical surroundings or using appropriate Spell Components. The Reality Modifier Examples table below gives examples of spells that might warrant a Reality Modifier, followed by ways a Spellcaster could avoid the modifier.
| Reality Modifier EXAMPLES | |
| Reality Altering Spell | Alternative Spell |
| Create a sword from thin air. | Shape a shovel into a sword. |
| Instantly construct a wall using available materials. | Cast a 12-hour ritual spell to construct a wall from available materials. |
| Summon a wall of fire out of thin air. | Draw the flame from a fireplace to create a wall of fire. |
| Teleport to the top of a wall without passing through the space between. | Magically leap to the top of a wall. |
| Summon a flame to Light the way in an underwater city. | Summon a bioluminescent fish to Light the way in an underwater city. |
Spellcasting Tools and Conditions #
No matter the spell’s Effect, the Tools and Conditions required to cast a spell are always the same.
Spellcasting Talisman #
The Spellcaster must have a Spellcasting Talisman appropriate to their MO out and readied. The talismans for the Spellcaster MOs found in this book are:
If the Spellcaster does not have their talisman at the ready or chooses not to use it, a Drawback is added to the Difficulty Score.
Normal Conditions #
The following are the Normal Conditions for a Spellcasting Check. These are used in place of the Normal Conditions required to get the same outcome by mundane means.
- Uninterrupted: Spellcasting requires focus and concentration. Interruptions, like dodging enemy attacks, rattling along in the back of a wagon, standing on the prow of a tempest tossed ship at sea, or any other major distraction may add one or more Drawbacks to the Difficulty Score. It is up to the Adventure Guide to determine what Drawbacks apply.
- Verbalization: Spellcasting requires the Spellcaster to intone magical words, phrases, or mantras at full voice. If the Spellcaster is unable to meet this requirement, the Adventure Guide may add a Drawback to the Difficulty Score.
- Gestures: Spellcasters must be able to gesture using both hands to properly cast a spell. One of their hands may hold their Spellcasting Talisman. If the Spellcaster cannot meet this requirement, the Adventure Guide may add a Drawback to the Difficulty Score.
Spellcasting Action Score #
When calculating the Action Score for a Spellcasting Check, the player always uses the character’s Spellcasting Primary Attribute, regardless of the desired spell Effect. Every Spellcaster MO lists a Spellcasting Primary Attribute. For the Spellcaster MOs found in this book, the Primary Attributes are:
No matter what Action they are emulating with the spell or what outcome they are attempting to achieve, Spellcasters always use the same Primary Attribute when calculating their Action Score.
If playing a character with a custom MO, or a character who has a non-Spellcaster MO and the Spellcaster Exceptional Ability, work with the Adventure Guide to determine the appropriate Primary Attribute for the character’s Spellcasting Checks.
The player may only add the character’s MO Score to their character’s Spellcasting Check Action Score if the MO has the Spellcaster trait.
Spellcasting Benefits #
In addition to Benefits for Specializations, there are additional ways characters may gain Benefits to their Action Score for Spellcasting Checks.
Available Materials #
The Adventure Guide may award a Benefit if the spell makes use of the materials at hand. Examples include:
- Create a fireball by drawing flame from a giant bonfire.
- Assemble a bridge across a crevasse using the wreckage from an old wooden hut.
- Reinforce the ceiling by reforming a broken pillar.
- Use wind gusts during a storm to blast an Adversary.
- Form a sword from a fireplace poker.
- Cast an ice spell outdoors in the winter.
The Adventure Guide may also allow the use of available materials to avoid a Reality Modifier.
Spell Components #
Spell Components are not required for spellcasting, but the Adventure Guide may allow one or more Benefits if a character uses appropriate Spell Components when casting spells. Examples include:
- A chunk of coal to cast a create fire spell.
- A handful of feathers to cast a flying spell.
- A cup of hot tea given to the patient to cast a Recovery spell.
- A fistful of sand to cast a sleep spell.
Only Spell Components that compliment or are related to the spell provide a Benefit. When the spell is cast, the components are consumed, whether the spell is successful or not. The Adventure Guide may allow an additional Benefit if the components are rare, high quality, or gathered in a special way.
Extra Time #
Most spells take 6 seconds to cast. Characters may take extra time when casting spells, gaining a Benefit for each move up the time chart in time. See Chapter 10: Actions for more information about taking extra time.
Arcane Preparation #
The Adventure Guide may award one or more Benefits if the Spellcaster carefully prepares their casting area prior to casting the spell. This might include:
- Cleansing the space with a smudge stick.
- Drawing a pentacle on the floor with salt.
- Using ritual candles or incense.
- Cleansing one’s person prior to casting.
Preparation of this sort requires at least 1 hour of work.
Referencing a Spellbook #
If the player takes the time to design and write out a spell in advance of the game, the character may use their Spellbook for reference during Spellcasting to gain a Benefit to the Spellcasting Action Score. Note that holding the book prevents the Spellcaster from performing Gestures, so the character must have someone else holding the book, a table to set it on, or some other means to reference the correct pages in the book.
Spellcasting Failure #
If the Spellcasting Check fails, the character loses Mind Points or Spirit Points equal to the amount by which they rolled under the Difficulty Score. This represents the character losing Control of the magical energies and creating a feedback loop that burns through the Spellcaster’s soul.
The type of points the character loses depends on the Primary Attribute the character uses for Spellcasting. If the character uses Intellect or Deduction, they lose Mind Points, and if they use Presence or Intuition, they lose Spirit Points.
If a character has the Spellcaster Exceptional Ability but their MO does not have the Spellcaster trait, the point loss on a failed Spellcasting Check is doubled.
If a character’s Mind Points or Spirit Points are reduced to 0, the character suffers a Wound normally, AS per the rules in Chapter 13: Injury, Wounds, and Healing.
Critical Failures #
On a Critical Failure, the character suffers a catastrophic spell failure. Roll d100 and add the amount by which they rolled under the Difficulty Score to determine the outcome.
Guidance for Guides: A Critical Failure Starting Point #
The table of catastrophic spell failure events represents the types of disasters a Spellcaster might experience when a spell fails catastrophically. It is designed to get you started. These are not the only ways spells go wrong or even necessarily the most common results. If these were the only possible effects, statistics dictate that every Spellcaster would eventually end up with mis-colored hair and elongated eyelashes. The Adventure Guide is encouraged to add their own mishaps, alter the mishaps described here, only use each mishap once, or come up with an entirely new list.
| CATASTROPHIC SPELL FAILURE EVENT TABLE | |
| % Roll | Outcome |
| 1–2 | An insignificant, pitiful dusting of sparks pops from your fingertips and instantly disappear. |
| 3–4 | Your eyelashes increase in length by 50%. The Effect lasts 1d6 days. |
| 5–6 | One random object on your person emits an odor like rotting flesh. The Effect continues until you spend an hour cleaning it. |
| 7–8 | All the food you are carrying rots and becomes inedible. |
| 9–10 | Everything under 5 lbs. sitting on a solid surface up to Across the Room from you is pushed five inches away. |
| 11–12 | You are blinded for a number of rounds equal to the Spellcasting Check’s Difficulty Score. |
| 13–14 | Your eyes glow green for 1d6 hours. This does not affect your vision and provides no Light to see by, but it does make you easy to spot in the dark. |
| 15–16 | An illusion of the last thing you ate appears in the air before you. It persists for 1d10 rounds. |
| 17–18 | You extinguish every non-magical Light source up to a Stone Throw away. |
| 19–20 | You and everything you are carrying are now soaking wet. |
| 21–22 | Insects and arachnids of all kinds are drawn to you. All insects and arachnids up to a Stone Throw away rush toward you. If they are biting or aggressive, they Attack you over other targets. The Effect continues for 1d6 hours. |
| 23–24 | The air fills with the smell of burnt hair. |
| 25–26 | Four multi-colored lights appear in the air above your head. |
| 27–28 | A tiny, sweet-smelling puff of purple smoke shoots from your fingertips. |
| 29–30 | You create a thunderous boom that can be heard for miles. All living creatures within a Stone Throw of the Spellcaster apply a Drawback to Difficulty Scores for Actions requiring hearing for a number of minutes equal to the Spellcasting Check’s Difficulty Score. |
| 31–32 | Any non-magical clothing you are wearing instantly rots away. Armor is not affected. |
| 33–34 | Over the next 24 hours, you lose all body hair. It grows back at a normal rate. |
| 35–36 | The seams on any backpacks, pouches, or sacks you are carrying suddenly burst, scattering their contents on the ground around you. |
| 37–38 | There is a short burst of Light followed by a tinkling sound. Everything within Reach is coated with glittery dust, even items inside containers. The dust is especially difficult to remove, requiring a successful DS 9 Action Check to clean each exposed item. The dust adheres to invisible creatures and objects, rendering them visible. |
| 39–40 | A rude noise erupts followed by the unmistakable and overpowering stench of flatulence. |
| 41–42 | A streak of white appears in your hair. If you have no hair, a giant white blotch appears on your face. |
| 43–44 | Your hand bursts into flame and you lose 1 Body Point. |
| 45–46 | You drop into a deep, magical sleep for a number of minutes equal to the Difficulty Score of the Spellcasting Check. Nothing will wake you before that time. |
| 47–48 | The spell goes off AS normal, but it saps your energy. You instantly lose all Body Points but do not suffer a Wound. |
| 49–50 | You become invisible for 1d4 rounds. |
| 51–52 | You suffer from the paralyzed condition for 1d6 rounds. |
| 53–54 | The backlash of magical energy stuns you. Apply a Drawback to all Difficulty Scores for the next 1d6 rounds. |
| 55–56 | The nearest flammable object not on your person catches fire. The object and, if applicable, the individual holding it, lose 2 Body Points from fire damage. |
| 57–58 | The spell fails to go off. Instead, it goes off at a random point in the future of the Adventure Guide’s choosing. |
| 59–60 | You grow thick, coarse, black hair over your entire body. It slowly falls out over the course of 1d4 days. |
| 61–62 | The floor becomes greasy and slick. Treat the area AS if affected by a grease spell centered on you. |
| 63–64 | Your hair changes to an unnatural color. Roll 1d6 to determine what color: 1 = White, 2 = Green, 3 = Blue, 4 = Red, 5 = Purple, 6 = Silver. |
| 65–66 | You are unable to speak for a number of hours equal to the Spellcasting Check’s Difficulty Score. |
| 67–68 | You are deafened for a number of hours equal to the Spellcasting Check’s Difficulty Score. |
| 69–70 | You suffer from the paralyzed condition for a number of hours equal to the Spellcasting Check’s Difficulty Score. |
| 71–72 | The spell goes off AS normal, but it targets a random person within Range. |
| 73–74 | The spell goes off AS normal, but it targets you instead of its intended target. If originally cast on yourself, it affects the nearest sentient being. |
| 75–76 | You hear creaking, groaning, and the sound of rustling leaves. In a matter of seconds, every plant within a Stone Throw doubles in size. The growth is permanent. |
| 77–78 | The spell goes off AS normal, but the point loss for the failed Spellcasting Check is doubled. |
| 79–80 | Something about your essential nature changes. Animals avoid you, and you must apply a Drawback to the Difficulty Scores for all future Action Checks to work with animals. |
| 81–82 | Magical energies twist around you and when the power fades you are petrified. You remain petrified until cured. |
| 83–84 | Flames surround you. It has no impact on you or any items you are carrying, but anything you touch must make a DS 9 Coordination Check or lose 1d6 Body Points from fire damage. Inanimate objects, such AS food, beds, floors, or clothing other than what you are wearing, cannot avoid the damage. |
| 85–86 | You do not lose any points from the failed casting, but the lost points from the failed Spellcasting Check are drained from the nearest sentient living creature. If the creature is drained to 0 Points and all the lost points are not accounted for, the drain hops to the next-nearest sentient creature. This continues until all lost points are accounted for. |
| 87–88 | Your soul is corrupted. Apply a Drawback to the Difficulty Score for any Action Checks involving social interaction. |
| 89–90 | A pair of six-inch goat horns erupts from your skull. The pain is exquisite and you 1d6 Body Points. The horns are permanent. |
| 91–92 | You lose a percentage of your body weight equal to the Spellcasting Check’s Difficulty Score. |
| 93–94 | You lose a percentage of your height equal to the Spellcasting Check’s Difficulty Score. |
| 95–96 | Reduce your physiological age by 2d20% of your current age. The Adventure Guide may apply changes to Body Primary Attribute scores if appropriate. |
| 97–98 | Increase your physiological age by 2d20% of your current age. The Adventure Guide may apply changes to Body Primary Attribute scores if appropriate. |
| 99–100 | The spell goes off, but triple the spell’s Effect. If the spell is an Area of Effect sepll, triple the Area of Effect AS well. |
| 101–102 | A body part drops harmlessly off your body. There is no blood or pain. Roll 1d10 to determine which part: 1 = Arm, 2 = Hand, 3 = Finger, 4 = Leg, 5 = Foot, 6 = Toe, 7 = Nose, 8 = Lips, 9 = Eye, 10 = Ear |
| 103–104 | The spell goes off AS normal, but your Body Points are permanently reduced by 1. |
| 105–106 | You transform into a character of a different Lineage. |
| 107–108 | One living sentient being, chosen at random, within a Stone Throw of your position is disintegrated. |
| 109–110 | You blink your eyes and discover that you’ve switched bodies with the nearest sentient creature. Both you and your victim retain your original Mind and Spirit scores. You retain any abilities, training (your MO), and Specializations unrelated to your physical form. You also retain any Spellcasting ability. Depending on who you switched bodies with, however, you may or may not be able to effectively use these abilities—for instance, a bear can’t replicate the verbal components of spells learned AS a Human. |
| 111–112 | You explode and immediately die. The splinters of your teeth and bones pierce every exposed character, NPC, and Adversary up to Across the Room from your character. Each victim to loses 2d6 Body Points. The cloud of organic shrapnel is so dense, it is unavoidable. |
| 113–114 | Your spirit is torn from your body and is thrust into the Astral Plane. Your body dies. |
| 115–116 | You feel your bones crack and your flesh twist. Your arms switch positions with your legs. You lose all your Body Points and suffer 1d6 Wounds. |
| 117–118 | You tear open a rift to another Plane and are disintegrated. Others may use this rift to travel to the other Plane. |
| 119–120 | You tear open a rift to another Plane. Everything and everyone up to Across the Room from you are sucked in—except you—and then the rift closes. There is no escape. |
Spell Duration #
The Effect of most spells is temporary. Spells that create, summon, or reshape matter and energy only continue if the Spellcaster maintains the spell. The same is true for spells used to perform the Assist, Aid, Obstruct, or Complicate Actions. Once the Spellcaster releases the spell, the world goes back to its original state.
The effects of spells that move or heal, and work done using a spell to emulate a skill, are permanent. In addition, changes to targets and the environment caused by spells, like the damage from a fireball, remains after the spell ends.
Instantaneous Spells #
An Instantaneous Spell is any spell where the game Effect is immediate and the spell ends. The most common examples are combat spells (spells that reduce Challenge Points, Body Points, Mind Points, or Spirit Points), and spells that move a target. Instantaneous Spell effects are permanent. For instance, the damage a character takes from a firebolt spell does not wear off when the spell ends, and a door unlocked using magic remains unlocked. An Instantaneous Spell may not be maintained.
One Round Spells #
One Round Spells include (but are not limited to) spells used to perform Assist, Obstruct, Remove Drawback, and Aid Actions. Examples include spells that improve a character’s Action Score (such AS a spell that makes the target stronger), add or remove a modifier (such AS a spell that makes the ground slippery with grease), or temporarily alters the form of something (such AS a spell that opens a hole in a stone wall). One Round Spells last from the moment the spellcasting is completed to the beginning of the Spellcaster’s next Turn. At that point, the magical Effect fades, and the world returns to its previous state.
Maintaining Spells #
With the Adventure Guide’s permission, Spellcasters may maintain a One Round spell for multiple Rounds. Rather than allowing the spell’s game Effect to fade at the start of their next Turn, the Spellcaster can declare they are maintaining the spell.
Maintaining a spell does not require an Action or an Action Check, and a Spellcaster may maintain AS many spells AS they like. For each spell a Spellcaster is maintaining, they add a Drawback to all Difficulty Scores. This includes Difficulty Scores for both magical and mundane Actions.
Ending a Maintained Spell #
The Spellcaster can end a maintained spell at any time without using an Action, even if it is not the Spellcaster’s Turn. Maintained spells also end if the Spellcaster falls asleep, falls unconscious, suffers a Wound, or is Incapacitated. Once a spell ends, the Drawback to the Spellcaster’s Difficulty Scores is removed.
Modifying Maintained Spells #
If a Spellcaster is Maintaining a spell, they may modify the spell by making additional Spellcasting Checks.
Adding Effects #
A Spellcaster may add additional effects to a Maintained spell on the Rounds after it is cast. For instance, a Spellcaster might emulate the Slow Action by casting a spell that covers the floor with Grease. On a following Round, they may wish to add the Trip Action to the Effect, so characters entering the Area of Effect are slowed and may also fall down.
Follow-on Actions #
When appropriate, Spellcasters may make additional Spellcasting Checks for a Maintained spell to perform Follow-on Actions against the same target. A common example is using a spell to perform a Grab Action against a target on the first Round (for instance, a spell that animates vines) and then making an additional Spellcasting Check to Restrain the target on the next Round. The rules are the same AS for a character performing these Actions with physical Action Checks, except the Spellcaster makes Spellcasting Checks. The Grab Action and Restrain Action are described in Appendix B: Action Library.
Improve the Effect #
Sometimes, the base Difficulty Score to avoid spell effects is the Effect of the Spellcasting Check. For a Maintained spell, the Spellcaster may follow the initial casting with a Spellcasting Check that emulates the Improve Action. This lets the Spellcaster refine the results of the spell to make it more difficult to overcome. Information about the Improve Action is found in Appendix B: Action Library.
Multiple Targets #
Spellcasters may target more than one individual with a single spell. Use the rules here when you want to target multiple distinct targets. To target everyone and everything in an area, see the Area of Effect rules below.
When attempting to hit Multiple Targets with a single spell:
- Add a Drawback to the Difficulty Score for each target.
- When determining the Range Modifier, use the Distance to the target that is farthest away from the Spellcaster.
- If the base Difficulty Score is determined by one of the target’s Primary or Secondary Attribute scores, use the highest Score from among the targets to set the base Difficulty Score.
- If the base Difficulty Score is determined by an opposed Action Check, allow each target to roll and use the highest result AS the base Difficulty Score.
On a successful Spellcasting Check against Multiple Targets, all the targets are affected by the spell’s game Effect. A Maintained spell cast on Multiple Targets remains in Effect for all the targets, even if a target moves out of Line of Sight or farther away than the initial Distance.
Area of Effect Spells #
Area of Effect spells apply a spell’s game Effect to everything within the designated Area of Effect. The Spellcaster cannot change the Area of Effect after successfully casting the spell. If they wish to change the Area of Effect, they must end the spell and recast it.
Area of Effect Shape #
The Spellcaster must choose one of four shapes for an Area of Effect Spell.
- Line: Affects everything in a straight Line. The spell’s game Effect begins in a space Reach Distance from the Spellcaster and extends out to a Distance increment of the Spellcaster’s choosing. The Line is roughly 1 yard wide and 2 yards tall.
- Cone: Affects everything in a Cone or fan shaped area. The spell’s game Effect begins in a space Reach Distance from the Spellcaster and extends out to a length of the Spellcaster’s choosing. The Cone’s diameter or fan’s width at the end of the Effect may not exceed one Range increment shorter than the selected length.
- Sphere: Affects everything in a Sphere. The center of the Sphere is a 5’ x 5’ x 5’ space of the Spellcaster’s choosing. That space serves AS the target for determining the spell’s initial Range modifier. The Spellcaster chooses the Sphere’s diameter.
- Plane: A circle of game Effect spread over a flat Plane, typically a floor, wall, or ceiling. The center of the circle is a roughly 5’ diameter space of the Spellcaster’s choosing, which serves AS the target when determining the spell’s Range modifier. The Plane shape is typically only used for spells that coat a surface, such AS a coating of ice, grease, or water.
Barriers #
Depending on the description of the spell and its game Effect, barriers like walls or furniture may block the spell’s Effect. It is up to the Adventure Guide to determine if a Barrier blocks the spell’s game Effect enough that a character, object, NPC, or Adversary within the Area of Effect is unaffected by the spell.
Area of Effect Range Modifier #
The Difficulty Score for an Area of Effect spell includes a Range modifier for the Distance to the target and a second Range modifier for the Effect’s length or diameter. Reference the Range Modifier Table for ranges and modifiers.
Ezarel is standing in the hallway outside a room they want to fill with fog. They want to place the center of the Effect at a point Across the Room from their location. Since they want the fog to fill the room, they select Across the Room for the diameter. The total Range modifier for his spell is 6.
3 (Distance to target) + 3 (Effect diameter) = +6 Range Modifier
The Adventure Guide adds +6 to the Difficulty Score for the spell.
Maintained Area of Effect Spells #
Both instantaneous spells and One Round Spells may be cast AS Area of Effect spells. For One Round Area of Effect spells, the spell’s game Effect remains until the beginning of the Spellcaster’s next Turn. With the Adventure Guide’s permission, a One Round Area of Effect spell may be maintained. See Maintaining Spells for more information. The shape, position, and size of a One Round or Maintained spell may not be changed after casting. To change any of these attributes, the Spellcaster must recast the spell on a future Turn.
Leaping Clear of Area of Effect Spells #
Characters, NPCs, and Adversaries within a spell’s Area of Effect may attempt to leap clear of the spell regardless of the spell’s game Effect. This is a free, immediate Action. To leap clear the character must:
- Be Able to Take Actions: Incapacitated, unconscious, or immobile characters may not leap clear.
- Have Room to Leap Clear: The target must be able to move to a place outside the Effect or a location protected from the Effect.
Targets wishing to leap clear make a Reaction Check. The Difficulty Score is equal to the spell’s Effect. If the Reaction Check succeeds, the target has jumped clear of the spell Effect and are now in their new position.
Resisting Area of Effect Spells #
If the character does not or cannot leap clear from a One Round or maintained Area of Effect spell Effect, the character must attempt to resist the Effect. The Primary Attribute used to resist an Area of Effect spell is determined by the Adventure Guide and depends on the spell’s Effect. For instance, to avoid falling on a slippery sheet of ice, the Adventure Guide might call for a Coordination Check.
When to Resist Area of Effect Spells
A target that wants to resist the effects of an Area of Effect spell needs to make a Check if they:
- Are within the Area of Effect when the spell is successfully cast.
- Move into or through the Area of Effect on their Turn.
- Begin their Turn on any Round after the first inside the Area of Effect.
A character, NPC, or Adversary never needs to resist an Area of Effect spell’s Effect more than once a Round, and they never suffer the spell’s Effect more than once each Round.
