Spellcasting

Many abilities in Irreverent call upon the deeper power of the universe from beyond the material world. The manifestation of these abilities are called Spells. The exact way your character taps into this power is up to you, but all Spells follow some basic commonalities unless specified otherwise by the Spell.

Spell Levels
Spells are gained from advancing in Skill Paths that grant them. Whenever a character gains a spell from a Skill Path, they can gain any spell from the specified Spell List for which they meet the requirements as shown in the table below. Whenever a character advances in Skill Path and gains Spell Prowess or a new Spell, they may also swap out one previously gained Spell for a new one. The replacing Spell must be from the same Spell List as the original and the character must meet the Spell Level requirements for the new spell as shown in the table above.

Cantrips
Cantrips are a special kind of Spell that are simple enough for a caster to use repeatedly. Cantrips have no Spell Level, and so cannot be gained unless specifically given by a Skill Path as "Gain a Cantrip." Whenever a character advances in a Skill Path in which they have learned a Cantrip, they may swap out one Cantrip they know from that Skill Path for another Cantrip from that Skill path.

Spell Slots
Using a Spell requires expending supernatural energies. These are represented by Spell Slots. To cast a Spell, a character must first expend a Spell Slot with a level equal to or greater than the Spell Level of the Spell. Higher level Spell Slots can be used to cast lower level Spells, even if a character has no other Spells of that Spell Level. Cantrips can be cast without expending a Spell Slot. Once a Spell Slot has been used, it cannot be used again until it has been replenished. All Spell Slots are replenished after a Full Rest.

The number of Spell Slots a character has is determined by their Spell Prowess as shown in the table below.

Spell Components
Spells usually require additional focusing objects and/or actions in order to channel the ability's power into the material world. These additional requirements are specified in the spell description as Spell Components.

Somatic (S)
A Spell with a Somatic component requires that the caster have a free hand or a hand holding nothing other than the Spell's Material or Focus component to successfully cast the Spell. Somatic components indicate the caster is making some sort of noticeable motion with their hands to call upon the Spell's power. A Spell requiring a Somatic component will have an "S" in its component description.

Verbal (V)
A Spell with a Verbal component requires that the caster be able to speak freely to successfully cast the Spell. Verbal components indicate the caster is making some sort of noticeable noise to call upon the Spell's power. A Spell requiring a Verbal component will have a "V" in its component description.

Material (M)
A Spell with a Material component requires that the caster be holding the indicated item as found in the Spell's description in one of their hands to successfully cast the Spell. Material components indicate the caster is making some sort of noticeable motion with the material to call upon the Spell's power. Material components are common, easily obtainable objects, which any character who has a Spell is assumed to have in easy reach on their person so long as they have the rest of their gear. Material components are reusable. Many casters can substitute a Focus for a Material component. A Spell requiring a Material component will have an "M" in its component description along with detail of the material to be used.

Offering (O)
A Spell with an Offering component requires that the caster have two free hands to work with the offered item as found in the Spell's description to successfully cast the Spell. Offering components indicate the caster is making a bold, noticeable gesture with valuable materials to call upon the Spell's power. The Offering component is valuable and not usually easy to acquire. Offered components are consumed once the Spell has been cast. A Spell requiring an Offering component will have an "O" in its component description along with detail of the offered item to be used and an approximate value of the item.

Spell Targets
A Spell must have a target in order to function properly. Targets can be a creature, an object, multiple objects or creatures, or an area. The type of target is specified in the spell description as Target. Spells with a target area have one or more origin points which are either points in space or points on a surface. Unless otherwise noted, an origin point on a surface moves with that surface. The caster must have Line of Sight to the target or target origin point. If the Spell creates a Projectile, the caster does not require Line of Sight and may specify a direction and, if applicable, range to aim the spell, but the projectile(s) will be blocked by barriers. A Projectile Spell will have a (P) in its Range description. A Spell's effects apply to each target or creatures or objects within the target area.

Self
A Spell with a target of Self targets only the caster. A caster always has Line of Sight to Self.

X Creatures or X Objects
A Spell that targets creatures or objects will specify how many. Sometimes a Spell will specify the targets must be within x distance of each other, which means that each selected target must be within x distance of another affected target. If a Spell has multiple targets, they must be chosen simultaneously.

Line: X Length
A Spell that targets a line creates a line of X length and 5 feet wide. Rarely, a Spell will specify a different width. The line is oriented such that it would pass through the caster if extended toward the caster. The origin point of the line is the center of the short side closest to the caster.

Circle: X Radius
A Spell that targets a circle will specify the radius of the circle. The origin point of the circle is its center. Unless otherwise specified the circle is perpendicular to the vector of gravity.

Cone: X Radius
A Spell that targets a cone creates a quarter circle area with radius X, the point of the cone must point toward the caster. The origin point of the cone is the point of the cone. Unless otherwise specified the cone is perpendicular to the vector of gravity.

Rectangle: X Width, Y Length or Square: X Length
A Spell that targets a rectangle creates a rectangle with side width X and side length Y. A Spell that targets a square is just a rectangle target with both length and width of X. The origin point of the rectangle is one corner or the center of one side of the rectangle. Unless otherwise specified the rectangle or square is perpendicular to the vector of gravity.

Sphere: X Radius
A Spell that targets a sphere creates a sphere with radius X. The origin point of the sphere is the center of the sphere.

Cylinder: X Radius, Y Height
A Spell that targets a cylinder creates a cylinder with radius X and height Y and the cylinder is oriented such that circular faces form the top and bottom of the cylinder. The origin point is the center of the bottom circular face.

Cube: X Length
A Spell that targets a cube creates a cube with each edge being length X. The origin point of a cube is one of its vertices or the center of one of its faces.

Wall: X Length, Y Height (Shapeable)
A Spell that targets a wall creates a wall with length X and height Y; the width of the wall will be described in the effect section. If the wall is straight, the origin point of a wall is the center of its bottom face. If a wall is shapeable, the wall has an origin point at the center of the bottom edge of each of its ends and the center of the bottom face of any 5 foot section that is not straight. Shapeable wall origin points do not move with its surface unless all origin points move in the same way (such as affixing the origin points to the hull of a ship that is moving).

Shapeable: X Segments
A Spell that targets a shapeable area creates an area composed of X segments. Each segment will be of another target type, likely square or cubes. Each segment must share a side or face with another segment in the spell. A shapeable area has an origin point for each segment as described above for that segment.

Point
A Spell that targets a point does not create an area or directly target another creature. The origin point is the selected target point. Spells with a point target are usually used for summoning or creation effects.Other than the during the initial casting, the effect of a Spell with a point target is not tied to the target point.

Spell Range
Spells are powerful, but the caster can only reach so far with their abilities. A Spell's description will include a range. Unless otherwise noted, all targets or origin points of the Spell's target must be as close or closer to the caster as the range specifies.

Self
A range of self means the Spell target or origin point can only be the caster. Spells with a target of Self always have a range of Self, but some other targets also have a range of self. A caster always has Line of Sight to Self.

Melee
A range of melee means the Spell's targets or origin points must be within the caster's free hand or focus reach.

X Distance
A range of X distance means the Spell's targets or origin points must be within X from the caster.

Unlimited
Unlimited range Spells have no limit on the distance to the Spell's targets or origin points so long as a distance to those targets or origin points could be measured given enough time and resources. This means spells with unlimited distance would not work across different planes of existence or in some strangely-shaped universes. Unlimited range spells never require Line of Sight.

Spell Casting Time
Unless otherwise noted in the description, a Spell requires a Standard Action to cast. Effects of Spells with a longer casting time do not happen until the casting time is completed. While casting a spell with a longer casting time the caster can perform no Standard Actions.

Target Defense
Not even the greatest of arcane masters can bend the will of the universe to their whim every time. If a Spell could have a negative effect on a creature (and sometimes objects), the Spell will specify what defense the caster will roll against to determine the success of their Spell's effects. Spells can target AC, MD, or PD. Unless otherwise noted, the caster will make a Spell Attack Roll using SA vs the target defense. If a Spell targets an area or multiple creatures or objects, roll against each affected creature or object separately. Spell Attack Rolls that meet or exceed the defense value are successful. Consult the Spell's effect description to determine what effect takes place.

Spell Duration
Some Spells create an effect and then instantly end. Others linger. How long a spell lasts is defined in the Spell Duration section of the Spell description.

Instantaneous
Spells with an Instantaneous duration apply their effects at the time of casting and then end. Effects from instantaneous Spells are not magical after the Spell has finished casting and cannot be undone through effects that end magic.

X Time
Spells may specify a time duration. Once the Spell is cast, its effect remains for the duration specified. Unless otherwise noted, ongoing time duration Spell effects can be ended through effects that end magic. A caster can end the effects of any ongoing time duration Spell they have cast at any time without use of an action.

Permanent
Spells with a Permanent duration apply their effects at the end of casting and then persist forever. Unlike instantaneous spells, effects from permanent spells are magical. Unless otherwise noted, ongoing permanent Spell effects can be ended through effects that end magic.

Concentration (C)
Concentration is a modifier for time duration Spells that require the caster to use some effort to maintain the effect. As part of casting a concentration Spell, if the caster's Mental State is not Enraged, Dazed, or Frightened the caster may change their Mental State to Concentrating. On each subsequent turn a caster with the Mental State of Concentrating must spend a Mental Action to Concentrate on a Spell for each ongoing concentration Spell or that Spell will expire at the end of the turn. A caster's Mental State will revert from Concentrating to Neutral at the end of the turn if they do not use a Mental Action to Concentrate. When the caster's Mental State is not Concentrating, the effects of any ongoing concentration Spell are ended at the end of the caster's next turn. Since a caster can only take a single Mental Action per turn, this means by default a caster is limited to using a single concentration Spell at any one time. Concentration spells will have a "C" in the description of their duration.

Effect
The Effect section of the Spell description details what happens once the Spell is cast. There may be several sub-sections depending on whether the Spell requires any Spell Rolls.

Success (Optional)
If the Spell required a Spell Roll, the effect for a successful roll is detailed under the Success section.

Critical Success (Optional)
Some Spells have additional effects if the Spell Roll is a Critical Success. These may be in addition to or replace the effects described in the Success section.

Failure (Optional)
Some Spells may still have an effect if the Spell Roll is a failure. These effects are usually reduced versions of those found in the Success section.

Critical Failure (Optional)
A few Spells have an effect if the Spell Roll is a Critical Failure. These effects usually represent a drawback for the caster. Critical Failure effects may be in addition to or replace the effects described in the Failure section.

Overlapping Effects
Spells that have the same name and Abilities based on Spells with the same name do not stack. If a creature is benefiting from more than one Spell or Ability based on a Spell with the same name, the creature chooses which effect to benefit from. If the creature is suffering from more than one Spell or Ability based on a Spell with the same name, the creature uses the worst effect. If the worst effect is not clear, the GM decides.

Disrupting Spells
Casting and maintaining Spells is easy in the comfort of a caster's own home. But on the battlefield, things are hectic and Spellcasting won't always go to plan.

Countering a Spell
An opposing caster may attempt to counter the casting of a Spell by using a Standard Action on their turn to Ready to Counter a Spell. When this readied action is triggered by a Spell being cast, the opposing caster may choose to use their Reaction to Counter the Spell. To successfully Counter the Spell, the enemy caster must expend a Spell Slot of equal level or greater than the triggering Spell and then succeed on an Opposed Spell Prowess Roll vs the triggering spellcaster's Spell Prowess + 10. If the Spell Prowess Roll is successful, the triggering Spell is countered and none of its effects happen. Cantrips can be countered in the same way without expending a Spell Slot so long as the opposing caster knows at least one Cantrip.

Attacks of Opportunity
Casting a Spell which has any Spell Components grants an Attack of Opportunity to any opposing creature that has the caster within their reach unless the Spell's description states otherwise. These attacks occur before the Spell is finished being cast, but do not disrupt the casting of the Spell unless the caster is knocked unconscious or the attacker has some additional Ability which can disrupt the caster.