Spells (PSR Supplement)

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

System Differences

The Basics

Time

The d20

Ability Check
Saving Throw

Ability Scores

Strength
Dexterity
Constitution
Knowledge
Perception
Willpower

Skills

Encounters

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

Phases

Hit Points & Damage

Temporary Hit Points
Massive Damage
Damage Types
Max Damage
Tenacity

Other Dangers

Defeat
Dramatic Death
Common Hazards
Extreme Climates
Conditions

Rest

Break: short rest
Camp: rough long rest
Downtimecozy long rest
Downtime Trading
Downtime Enterprise

Items

Carry Capacity
Goods & Currency
Material Goods
Weapons
Improvised
Attire & Defense
Shields
Tools
Gear
Attunement

Objects

Damaging Objects
Hauling Objects
Vehicles
Artillery

NPCs

Attitude
Mount
Cohort
Stat Blocks
Vulnerability, Resistance, & Immunity
Special Senses

Work In Progress
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 ten 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, evocation, hypnosis, illusion, necromancy, restoration, 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.

Spell Rank

Every spell has a rank from 0 to 6. 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.

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. Whenever you learn or prepare spells, you can 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 vampirism domain.

Casting Ability

Your casting ability, such as Knowledge or Willpower, 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 Willpower, whenever a creature makes a save against a spell you’ve cast, your Willpower 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 Willpower modifier. The spell itself defines what kind of save is made against this mark, such as a Dexterity save or an Intelligence 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 a 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. 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 (except for a cantrip) 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. 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 unless a spell says otherwise.
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, which typically has one of five different shapes: cone, cube, cylinder, line, or sphere.
  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.
Cone. A cone extends in a direction you choose from its point of origin. A cone’s width at a given point along its length is equal to that point’s distance from the point of origin. A cone’s area of effect specifies its maximum length. A cone’s point of origin is not included in the cone’s area of effect, unless you decide otherwise.
Cube. You select a cube’s point of origin, which lies anywhere on a face of the cubic effect. The cube’s size is expressed as the length of each side. A cube’s point of origin is not included in the cube’s area of effect, unless you decide otherwise.
Cylinder. A cylinder’s point of origin is the center of a circle of a particular radius, as given in the spell description. The circle must either be on the ground or at the height of the spell effect. The energy in a cylinder expands in straight lines from the point of origin to the perimeter of the circle, forming the base of the cylinder. The spell’s effect then shoots up from the base or down from the top, to a distance equal to the height of the cylinder. A cylinder’s point of origin is included in the cylinder’s area of effect.
Line. A line extends from its point of origin in a straight path up to its length and covers an area defined by its width. A line’s point of origin is not included in the line’s area of effect, unless you decide otherwise.
Sphere. You select a sphere’s point of origin, and the sphere extends outward from that point. The sphere’s size is a radius in feet that extends from the point. A sphere’s point of origin is included in the sphere’s area of effect.

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.
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. Once a spell is cast, its 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.

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 either have free use of at least one hand to perform these gestures or a hand holding a Focus weapon with which the caster is proficient.

Material (M)

Casting some spells requires particular items, specified in parentheses in the component entry. You have a hand free to access a spell’s material components, which must either be in your hand or carried on your person. This can be the same hand you use to perform somatic components.
  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

Heavy attire can interfere with spellcasting. If while wearing Heavy attire you try to cast a spell with a somatic component, other than a cantrip, make a Willpower save. The mark for this roll is normally 0, but increases by 5 for each piece of heavy attire you're wearing. On a successful roll, the spell is cast. Otherwise, the spell fails and your Cast action is wasted. When a spell fails, you don’t lose magic points or other resources that have would be consumed to cast the spell.

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, 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 (no action required).
  Some circumstances can break your Concentration against your will. Your Concentration ends if you become Distracted or Incapacitated. If you take damage, you must succeed on a Willpower saving throw or lose Concentration. The mark for this savie 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 cast the spell using more magic points than required to cast the spell. This is called “upcasting” the spell. Many spells have stronger or additional effects when upcast, as detailed in each spell's description. You can only upcast a learned spell, not a primed spell.
PB Caps Upcasting. A character cannot upcast a spell to have a rank higher than their PB. Since a protag starts with a PB of 2, even from the start you can upcast a 1st-rank spell to become a 2nd-rank spell.

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