Spells (PSR Supplement)

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PSR is an alternate ruleset compatible with most 5e content.

System Differences

The Basics

Time

The d20

Ability Check

Ability Scores

Strength
Dexterity
Constitution
Knowledge
Perception
Charisma

Saving Throws
Skills
Senses
Carry Slots

Encounters

Group Turns
Round‑Table Turns
Staggered Turns
Your Turn
Move
Action
Bonus Action
Reaction
Making an Attack
Unarmed Strike
Sunder
Defense
Cover

Shifts
Phases

Hit Points & Damage

Temporary Hit Points
Damage Types
Max Damage

Rest & Recovery

Downtime
Downtime Trading
Downtime Enterprise

Defeat

Dramatic Death

Common Hazards
Extreme Climates
Conditions


Items

Goods & Currency
Material Goods
Weapons
Improvised
Attire
Shields
Tools
Gear
Attunement

Objects

Damaging Objects
Hauling Objects
Vehicles
Artillery

NPCs

Mount
Cohort
Stat Blocks
Vulnerability, Resistance, & Immunity

What's a Spell?
A spell is a discrete magical effect. It is a single shaping of magic energy into a specific, limited expression. In casting a spell, a character carefully plucks at energy imperceptible to most, arranges it in a very specific new pattern, and then releases it to unleash the desired effect—in most cases, all in the span of seconds.
 Spells can be versatile tools, weapons, or protective wards. Thousands of spells have been created over the course of history, and many of them are long forgotten. Some might yet lie recorded in crumbling spellbooks hidden in ancient ruins, or trapped in the minds of dead gods.
 The source of any spell’s energy depends on the spellcaster, but generally originates from either the gods (divine) or the stars (arcane). Energy sourced from life (primal) combines a bit of both. Alchemy blurs the line between what is natural and supernatural, but is in effect a diluted branch of primal magic.
 Spells are classified into one of nine schools, which broadly classify a spell's nature. Schools have no effects on their own, but some features might depend on a spell's school. These schools include abjuration, augmentation, conjuration, divination, enchantment, evocation, illusion, necromancy, and transmutation.
Components aid in arranging this energy. These include somatic motions (S), vocal sounds (V), and supplied materials (M). Each spell has specific components needed to cast it, though the exact motions and sounds might vary between spells spellcasters.

Point Value

Every spell has a point value from 0p to 12p A spell’s rank indicates how much magical energy it takes to cast, with mightier spells requiring greater mastery to learn and cast.

Cantrips. 0-point spells are called cantrips. A cantrip can be cast at will, without consuming magic points, spells slots, or other resources. Repeated practice has fixed the spell in the caster’s mind and infused the caster with the magic needed to produce the effect over and over.

Demanding. Spellcasting is mentally draining. When you cast a spell with a point cost equal to your level (but less than 12), you must finish a break before you can cast another spell with a cost equal to your level. As your level increases, spells which were once so draining become easier to cast.

Penultimate Spells. When you cast a spell of 9p to 11p, you must finish a break before you cast another spell of 9p to 11p, regardless of your level.

Ultimate Spells. Any 12p spell is incredibly demanding to the caster. When you cast a 12p spell, you must finish a downtime day before you can cast any other 12p spell.

Acquiring Spells

Before you can cast a spell, you must first either learn the spell or prime the spell.

Learned Spells. If you have learned a spell, you can cast that spell indefinitely so long as you have the components and magic points to cast it. A learned spell of 1-point or higher requires you to expend magical energy when you Cast it. This is where point-values come in. You expend 1 magic point to cast a 1-point spell, or 2 magic points to cast a 2-point spell, and so on. Only some characters have the magic points needed to cast learned spells.

Primed Spells. If you’ve primed a spell, you can cast that spell only once—but doing so doesn’t require magic points. If a spell has been primed but not cast by the time you finish downtime, that spell is lost without effect. Typically a character who primes spells does so each time they finish downtime. Magic items can also be used to prime spells. Unlike with learned spells, each spell that's primed is enough for only one Cast. To Cast a primed spell twice, for example, you must have primed the same spell twice.

Domains

A domain is a collection of related spells. Each domain shapes power from a distinct theme, ranging from elements of nature to emotions of the mind. Some creatures have a domain distinct to them, such as with vampires.

Domain Access. For most of us, learning spells is most easily accomplished by accessing one or two domains. When you learn or prime spells, you can sometimes choose spells from any domain to which you have access. This is true even if it's a domain you've accessed through a different class or feature; for example if you're a wizard who became a vampire, when learning wizard spells you can choose spells from the vampire domain.

Casting Ability

Your casting ability, such as Knowledge or Charisma, is defined by whatever feature grants you spellcasting.

Save Mark. Many spells call for the target to make a save to resist the spell’s effect. The mark for this save is the ability mark for your casting ability. If for example your casting ability is Charisma, whenever a creature makes a save against a spell you’ve cast, your Charisma mark is the number that creature’s saving throw must meet or exceed to resist your spell. In this case the mark equals 8 + your PB + your Charisma modifier. The spell itself defines what kind of save is made against this mark, such as a Reflex save or a Will save.

Attack Rolls. Some spells require the caster to make an attack roll to determine whether the spell effect hits the intended target. Your attack bonus with a spell attack equals your spellcasting ability modifier + your PB. Most spells that require attack rolls are ranged attacks. Remember that you have disadvantage on any ranged attack roll while you’re Threatened.

Cast Time

A spell’s cast time can be an action, a bonus action, a reaction, a ritual, or rarely another length of time. This is noted for each spell in the spell’s description. Most often a spell has a cast time of a single action. Sometimes a spell requires both your action and bonus action for one turn, noted as "action + bonus action." Casting a spell other than a cantrip requires you to Cast, and you can only Cast once per turn.

Longer Cast Times. To successfully cast a spell with a longer cast time, such as 1 minute, you must use the Cast action on each turn and maintain Concentration for the entire cast time. If you lose Concentration before the spell takes effect or a turn ends without you using the Cast action, the spell fails. You don't lose magic points or other resources that would fuel the spell; only time is wasted.

Reaction Spell. When a spell has a cast time of a “reaction,” the spell specifies what criteria must be met for that reaction to be used.

Bonus Action Spell. A spell with a “bonus action” cast time is especially swift. You must use a bonus action on your turn to cast the spell, provided that you haven’t already taken a bonus action this turn. This still counts as using the Cast action, so within the same turn you can't also use a normal action to Cast a non-cantrip spell, but you can still use your action for something else.

Ritual

Some spells have “or ritual” listed in their cast time. You can choose to cast such a spell as a ritual, which means its cast time increases to 1 phase (or 10 minutes). When you ritual cast a learned spell, doing so doesn't cost you any magic points. When you ritual cast a primed spell, it doesn't expend your use of that spell.

Targets

A typical spell requires you to choose one or more targets to be affected by the spell’s magic. A spell’s description tells you whether the spell targets creatures, objects, or a point in space. Unless a spell has a perceptible effect, a creature might not know it was targeted by a spell at all. An effect like crackling lightning is obvious, but a more subtle effect, such as an attempt to read a creature’s thoughts, typically goes unnoticed.

A Clear Path to the Target. To target something, you must have a clear path to it, so it can’t be behind total cover.

Targeting Yourself. If a spell targets a creature of your choice, you can choose yourself, unless the creature must be hostile or specifically a creature other than you. If you are in the area of effect of a spell you cast, you can target yourself.

Areas of Effect

Some spells cover an area, enabling them to affect multiple creatures at once. A spell’s description specifies its area of effect, such as a square, line, or radius.

Every area of effect has a point of origin, a location from which the spell’s energy erupts. The rules for each shape specify how you position its point of origin. A point of origin is often a point in space, but some spells have an area whose origin is a creature or an object. A spell’s effect expands in straight lines from the point of origin. If no unblocked straight line extends from the point of origin to a location within the area of effect, that location isn’t included in the spell’s area. To block one of these imaginary lines, an obstruction must provide total cover.

Range

Each spell has a range specified in its description. The target of a spell must be within the spell’s range. For a spell like magic missile, the target is a creature. For a spell like fireball, the target is a point in space. Most spells have ranges listed in feet.

Touch. A spell with a range of "touch" targets a creature that you touch. You can target yourself with such a spell. When targeting a hostile creature, normally you must succeed on a melee spell attack to affect that creature.

Self. A spell with a range of "self" spells targets the spellcaster. Spells that create cones or lines of effect that originate from you also have a range of self, indicating that the origin point of the spell’s effect must be you.

After a spell is cast, its subsequent effects aren’t limited by its range, unless the spell’s description says otherwise.

Components

A spell’s components are the physical requirements you must meet in order to cast it. Each spell’s description indicates whether it requires verbal (V), somatic (S), or material (M) components—or some combination thereof. If you can’t provide one or more of a spell’s components, you are unable to cast the spell.

Verbal (V)

Most spells require the chanting of mystic words. The words themselves aren’t the source of the spell’s power; rather, the particular combination of sounds, with specific pitch and resonance, sets the threads of magic in motion. Thus, a creature who is unable to create verbal sounds can't cast such a spell, but a creature needn't know any language to provide them. Often, the exact words spoken for the same spell are different between different casters.

Somatic (S)

Somatic gestures might include a forceful gesticulation or an intricate set of hand symbols. If a spell requires a somatic component, the caster must have free use of at least one hand to perform these gestures. Often, the exact motion for the same spell varies between spellcasters.

Focus Items. A hand holding a Focus item can be used to provide somatic gestures. For a Focus item that's a weapon, shield, or Tool you must be proficient with the item to gain this benefit. Sometimes an item's Focus property only applies to certain casting abilities or certain domains.

Material (M)

Casting some spells requires particular items, specified in parentheses in the component entry. The material must either be in your hand or carried on your person.

If a spell states it consumes the material component, successfully casting the spell destroys the material completely. The material isn't lost if the spell fails.

Removing Components

Rarely, circumstances might enable you to Cast a spell without supplying one or more of the normal components. A spell with no required components can be Cast merely by thought, but such a spell still requires the normal cast time.

Casting in Heavy Attire

While wearing heavy attire, you can't cast a spell with a somatic component (S) unless your Strength modifier exceeds the number of heavy attire pieces you are wearing.

If you're wearing only 1 heavy item for example, to cast a somatic spell you must have a Strength modifier of +2 or higher.

The precise movements required for these spells are easily set off balance by weighted clothing, and sufficient Strength can offset this disruption.

Duration

A spell’s duration is the length of time the spell persists. It’s listed in each spell’s descriptions, typically as one from: instant, a round, a minute, a phase, a day, until you finish downtime, or permanent. Notably, a minute duration is expected to last for an entire encounter, so there's no need to count the exact number of rounds.

Concentration

Many spells include Concentration in their duration, such as “Concentration, up to a minute.” For such a spell you must maintain Concentration to keep their magic active. Importantly, you can only maintain Concentration on one spell (or other effect) at a time. Starting Concentration on a new spell ends your previous Concentration. You can also choose to end your Concentration at any time during your turn (no action required).

Some circumstances can break your Concentration. Your Concentration ends if you become Stunned or Incapacitated. If you take damage, you must succeed on a Grit save or lose Concentration. The mark for this save is either 10, or half the damage you took, whichever is higher.

This is summarized in the Concentration condition.

Combining Spell Effects

The effects of different spells add together while the durations of those spells overlap. The effects of the same spell cast multiple times don’t combine, however.

Upcasting a Spell

When you Cast a spell you’ve learned, you can expend more magic points than required for the spell. This is called “upcasting” the spell. Many spells have stronger or additional effects when upcast, as detailed in each spell's description. The spell's total magic point cost can't exceed your character level.

The limitations for spells of 9p and higher applies to any spell upcast to these values.