Difference between revisions of "Spellcasting"

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== Casting ==
 
== Casting ==
Once a spell is acquired and learned, to unleash the spell it must first be cast. Casting is a time-sensitive process that must be done with great concentration and without interruption. If a spell’s casting is interrupted, and the caster’s attention is broken, even if for an instant, the effort to learn the spell is lost and the spell cannot be discharged. “Breaking” a spell while it is being cast can require as little effort as thumping a caster hard on the shoulder, giving them a push or shouting very loudly in their ear (though the last may allow an [[Ability Checks|ability check]] for the caster’s [[Primary Attributes|primary attribute]]). Needless to say, damage from combat or some other source, an earthquake, a rush of water or heavy rain, a gust of wind or similar circumstance will also break a spell as it is being cast.
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Once a spell is acquired and learned, casting it requires precise timing, unwavering concentration and an environment free from significant disruption. The process of casting demands the caster’s full attention; if this attention is interrupted, even momentarily, the spell is broken and its energy dissipates without effect. When a spell is interrupted during casting, the effort to prepare it is lost, leaving the caster unable to discharge it.
  
As such, spellcasters are very careful only to cast spells when they are fairly sure they will not be interrupted while doing so. This is made more difficult in that all spells have distinctly obvious verbal and somatic components. These cannot simply be performed subtly ~ they must be performed resolutely and at the appropriate volume, which means that any witnessing intelligent creature will know perfectly well that the spellcaster is “weaving” a spell (another way to describe casting). This will probably mean that an enemy will forego attacking a mere fighter a few feet away, preferring to hurl a dagger at the spellcaster to break the spell before it is ready.
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Interrupting a spell can be alarmingly simple. A forceful thump on the caster’s shoulder, a shove or even a loud shout near the caster’s ear can suffice to break their focus. In some cases, the caster might be allowed an [[Ability Checks|ability check]] tied to their [[Primary Attributes|primary attribute]] to maintain their concentration against minor interruptions. However, damage from combat, environmental hazards like an earthquake or a rushing torrent, strong winds or heavy rain will almost always disrupt the spell.
  
Because of the nature of casting, the caster cannot dodge such an attack. In fact, the caster must be minimally conscious about what is going on all around, as the spell is everything. Therefore, if an attack is made against the caster, the caster’s [[Dexterity (ability stat)|dexterity]] is not applied to the caster’s [[Armour Class|armour class]].
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Because of these risks, spellcasters are cautious about choosing when and where to cast their spells, seeking situations where interruptions are unlikely. This challenge is compounded by the fact that all spells require obvious verbal and somatic components. These cannot be performed subtly but must be carried out clearly, with resolute gestures and a distinct, audible voice. As a result, any intelligent creature observing a spellcaster will immediately recognize that magic is being prepared. This makes spellcasters a prime target, as enemies will often prioritise disrupting a spell by hurling a weapon or otherwise attacking the caster, even at the expense of ignoring a nearby melee combatant.
  
Take note that an ally who enters or passes through the [[Combat Hex|combat hex]] containing a spellcaster must make an [[Ability Checks|intelligence check]] to avoid disrupting the caster and ruining the spell. A +4 modifier is granted to this check.
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This inherent vulnerability during casting adds a layer of tension and strategy to the spellcaster’s role, requiring careful planning and protection from allies to ensure their spells are successfully unleashed.
  
1st and 2nd level spells usually require a full [[Combat Round|round]] to cast. As spells increase in power, they take more rounds to cast. Some spells, specifically not designed for the battlefield, may take hours to cast. Most cantrips take only a few [[Action Points|action points]] in order to cast.
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=== Physical Considerations ===
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Because of the nature of casting, the caster is entirely focused on the spell and cannot react to attacks in the same way as a non-casting combatant. As a result, the caster’s [[Dexterity (ability stat)|dexterity]] does not contribute to their [[Armour Class|armour class]] while a spell is being cast. This vulnerability makes spellcasters particularly susceptible to attacks during this critical period.
  
While casting, spellcasters are allowed to move no more than 1 combat hex per round, provided the ground is distinctly flat and free of obstacles. A caster would be presumed to trip over roots if attempting to move while weaving a spell amidst trees. Likewise, a caster could not move through water, or spy around a corner before walking into full view. A caster cannot perform any action with their hands, or use their voice to speak, as these are taken up with the process of casting the spell.
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Additionally, even allies moving through or entering the [[Combat Hex|combat hex]] occupied by a spellcaster must take care not to disrupt the casting. Any ally passing through the caster's hex must succeed on an [[Ability Checks|intelligence check]] to avoid ruining the spell. A +4 modifier is granted to this check, reflecting the relatively simple task of navigating around the focused caster.
  
With cantrips, the time of both casting and discharging is included in the casting time, describe on each cantrip.
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The time required to cast a spell varies with its power and purpose. Most 1st and 2nd level spells require a full [[Combat Round|round]] to cast. As spells increase in level, their casting time typically increases, with some requiring multiple rounds to complete. Certain spells, particularly those not intended for battlefield use, may take hours to cast. Cantrips, being simpler and less powerful, usually require only a few [[Action Points|action points]] to cast, allowing them to be employed more rapidly in combat or other situations.
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=== Movement ===
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While casting, spellcasters are limited to moving no more than 1 [[Combat Hex|combat hex]] per round, and only if the terrain is flat and free of obstacles. Attempting to cast while navigating uneven or obstructed ground, such as a forest floor littered with roots, would result in the caster tripping and disrupting the spell. Similarly, movement through water or cautiously peering around a corner before stepping into view is incompatible with the focused process of casting a spell.
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During casting, the caster’s hands and voice are fully occupied with the spell’s intricate verbal and somatic components, preventing them from performing any other actions, such as manipulating objects, attacking or conversing. Their total concentration must remain on the spell for it to be successfully completed.
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For [[Cantrip|cantrips]], the casting time includes both the process of weaving the spell and its immediate discharge. The specific casting time for each cantrip is described individually, reflecting their simpler and faster nature compared to full spells.
  
 
== Holding Spells ==
 
== Holding Spells ==

Revision as of 19:32, 23 January 2025

Spellcasting.jpg

Spellcasting, also "casting" an incantation, describes the weaving of a spell as a means of controlling unnatural power towards a given effect. The acquisition, casting and discharging of a spell is a complex formula that certain classes are able to manage — though often generally spoken of as “magic,” there are in fact five forms of spellcasting: bardic, clerical, druidical, illusionary and magical, as cast by bards, clerics, druids, illusionists and mages. These are commonly referred to by the general terms "spellcasters" or simply, "casters."

Acquisition of Spells

Spells are acquired through characters gaining levels and choosing spells from a list that can be found by following the links of the spell-using classes above. Different spellcasters receive different numbers of spells as they advance in level. Clerics and druids gain bonus spells through wisdom. Mages have many choices but these choices are limited by the mage’s intelligence. Illusionists and mages both gain cantrips as well as spells. Some spellcasters have considerably more power than others and the amount of experience needed to go up a level often reflects this. A spell may not be duplicated (i.e., the caster cannot cast the same spell more than once per day).

On a daily basis, casters must reacquire spells they have used, a process often described as "forgetting" and "relearning" spells. Sometimes the latter is called memorising a spell. The specifics for "memorise" should be taken figuratively.

Memorising Spells

When a caster is organising a spell in their mind, the process resembles assembling a complex thought-puzzle, with various mental pieces fitted together in a manner incomprehensible to those without spellcasting ability. This intricate mental manipulation is the art spellcasters spend years mastering before achieving 1st level in their class. Each form of magic employs a distinct method of puzzle-making, so that a cleric cannot cast magical spells, possessing no more understanding of their workings than a fighter would. The process of assembling this mental puzzle requires time and must be undertaken only after the caster is fully rested.

Once the spell is mentally in place, it will remain until it is either intentionally dismantled or the caster falls asleep. The caster knows the precise order of phrases and thoughts required to dismantle the spell's mental structure, allowing the spell to be cast and subsequently "forgotten" in their mind. To reconstruct the spell, the caster must first have a night of rest (minimum six hours) to regain the clarity and focus necessary to reassemble the intricate mental puzzle.

The time required to reform a spell in the caster’s mind — or to "learn" or "memorise" it (the terms are interchangeable) — is 15 minutes per spell level. For example, a third-level spell would require 45 minutes to learn. Cantrips, being considered half-spells, each take 7½ minutes to learn. The learning process demands uninterrupted concentration; if the caster is interrupted, they must start over, as any previous effort will be lost.

Spell Forms

Bards weave spells through performance or contemplation, channelling their magic by engaging deeply with their chosen art form. Unlike other spellcasters who rely purely on mental discipline, bards use physical and creative expression to shape the intricate mental structures required for their magic. This may involve singing, dancing, juggling, sculpting, writing poetic lines or even crafting intricate objects. Each act of creation becomes a method for piecing together the mental puzzle of a spell, embedding its structure into their consciousness through rhythm, movement or creative flow.

The specific process varies depending on the bard's focus. A bard might use an instrument, such as a lute or flute, to play a melody that aligns with the spell’s emotional or magical resonance. Alternatively, they might incorporate the fluidity of dance to trace the spell’s form in the air or create vivid imagery through poetic verse to summon the spell's power. For some, their own body acts as the medium, with gestures or rhythmic movements bringing the magic into focus. Bards that develop multiple art forms may play with casting their magic through the use of each of these; for example, a poet who learns to play an instrument as at least an amateur, may thereafter cast a spell through poetry or through music.
Spellcasting (2).jpg

Clerics prepare their spells through fervent prayer and devotion to gods or demi-gods, immersing themselves in the presence of divine power. During this period of prayer, they experience a profound sense of connection, as though the essence of their chosen deities is pouring into them. This divine energy fills their minds and hearts like water filling a vessel. Once a spell is fully prepared, the cleric mentally "stoppers" the vessel, securing the spell’s power within themselves until it is needed. When the time comes to cast the spell, the stopper is metaphorically removed, and the divine energy is released.

Clerics may call upon any number of deities within their pantheon, aligning their prayers with the specific spell they wish to prepare. Generally, the source of the spell — whether it comes from one deity or another — is not explicitly pre-determined, although a cleric may seek this information if desired. Monotheistic clerics also have flexibility in their prayers. For example, a Christian cleric might address God, Jesus, the Virgin Mary, or any of the Saints. Similarly, a Muslim cleric could pray to Allah while invoking the guidance of the Prophet Mohammed. Most religions allow for this variety in divine focus, emphasizing the importance of the cleric’s overall devotion and faithfulness.
To maintain their spellcasting abilities, clerics must strive to serve their deities and act in accordance with their divine principles. A cleric's ability to prepare and cast spells is intrinsically tied to the favour of their gods, making piety and obedience fundamental to their role as a conduit of divine power.

Druids commune with the natural world in a profound and supernatural way, perceiving the flow of energy and life far beyond what the five senses can detect. Through this heightened awareness, the druid becomes attuned to the intricate interplay of living things, the movement of water, the solidity of earth, the currents of air, and even the heat and magma deep beneath the world’s crust. These forces, both visible and unseen, form a vast web of elemental and natural power that the druid can tap into as they prepare their spells.

The process of preparing a spell involves drawing upon this power and channeling it through the druid’s connection to nature. As the druid focuses, they become keenly aware of the surrounding environment, sensing its energies and gathering them into a complex mental construct. This construct takes the form of the spell, carefully pieced together in the druid’s mind. Unlike other spellcasters, who might rely on divine intervention or arcane formulas, the druid’s power comes directly from the ever-present forces of nature and the elemental balance of the world.
These energies are not limited to the physical realm; they may also include astral or cosmic forces that the druid perceives as part of the natural order. Because these energies are always present, the druid’s ability to prepare spells is constant, requiring only their focus and communion with the natural world. This connection to the environment ensures that the druid remains a conduit for nature’s power, allowing them to shape and wield it through their spells.

Illusionists & Mages, who wield spells of immense complexity and power, rely on their spellbooks to store the intricate formulas and instructions necessary for their magic. These spellbooks serve as repositories of arcane knowledge, containing the carefully transcribed details that allow the caster to reconstruct and prepare their spells. To ready their spells for use, illusionists and mages must devote time to studying the pages of their spellbooks, committing the required patterns to memory.

The dependence of these spellcasters on their spellbooks makes the maintenance and care of these tomes a critical responsibility. Spellbooks are not merely tools but the very foundation of their magic. Losing a spellbook is a devastating misfortune for an illusionist or mage, as it not only disrupts their ability to cast spells but also represents a loss of potentially irreplaceable knowledge. For this reason, spellbooks are often protected by enchantments, concealed in secret places, or duplicated to safeguard against their loss.

Casting

Once a spell is acquired and learned, casting it requires precise timing, unwavering concentration and an environment free from significant disruption. The process of casting demands the caster’s full attention; if this attention is interrupted, even momentarily, the spell is broken and its energy dissipates without effect. When a spell is interrupted during casting, the effort to prepare it is lost, leaving the caster unable to discharge it.

Interrupting a spell can be alarmingly simple. A forceful thump on the caster’s shoulder, a shove or even a loud shout near the caster’s ear can suffice to break their focus. In some cases, the caster might be allowed an ability check tied to their primary attribute to maintain their concentration against minor interruptions. However, damage from combat, environmental hazards like an earthquake or a rushing torrent, strong winds or heavy rain will almost always disrupt the spell.

Because of these risks, spellcasters are cautious about choosing when and where to cast their spells, seeking situations where interruptions are unlikely. This challenge is compounded by the fact that all spells require obvious verbal and somatic components. These cannot be performed subtly but must be carried out clearly, with resolute gestures and a distinct, audible voice. As a result, any intelligent creature observing a spellcaster will immediately recognize that magic is being prepared. This makes spellcasters a prime target, as enemies will often prioritise disrupting a spell by hurling a weapon or otherwise attacking the caster, even at the expense of ignoring a nearby melee combatant.

This inherent vulnerability during casting adds a layer of tension and strategy to the spellcaster’s role, requiring careful planning and protection from allies to ensure their spells are successfully unleashed.

Physical Considerations

Because of the nature of casting, the caster is entirely focused on the spell and cannot react to attacks in the same way as a non-casting combatant. As a result, the caster’s dexterity does not contribute to their armour class while a spell is being cast. This vulnerability makes spellcasters particularly susceptible to attacks during this critical period.

Additionally, even allies moving through or entering the combat hex occupied by a spellcaster must take care not to disrupt the casting. Any ally passing through the caster's hex must succeed on an intelligence check to avoid ruining the spell. A +4 modifier is granted to this check, reflecting the relatively simple task of navigating around the focused caster.

The time required to cast a spell varies with its power and purpose. Most 1st and 2nd level spells require a full round to cast. As spells increase in level, their casting time typically increases, with some requiring multiple rounds to complete. Certain spells, particularly those not intended for battlefield use, may take hours to cast. Cantrips, being simpler and less powerful, usually require only a few action points to cast, allowing them to be employed more rapidly in combat or other situations.

Movement

While casting, spellcasters are limited to moving no more than 1 combat hex per round, and only if the terrain is flat and free of obstacles. Attempting to cast while navigating uneven or obstructed ground, such as a forest floor littered with roots, would result in the caster tripping and disrupting the spell. Similarly, movement through water or cautiously peering around a corner before stepping into view is incompatible with the focused process of casting a spell.

During casting, the caster’s hands and voice are fully occupied with the spell’s intricate verbal and somatic components, preventing them from performing any other actions, such as manipulating objects, attacking or conversing. Their total concentration must remain on the spell for it to be successfully completed.

For cantrips, the casting time includes both the process of weaving the spell and its immediate discharge. The specific casting time for each cantrip is described individually, reflecting their simpler and faster nature compared to full spells.

Holding Spells

On the threshold between casting a spell and discharging it, the caster may “hold” the spell for the right moment. While the spell is held, the caster continues to be vulnerable in the same manner as during the process of casting. However, with certain spells, the exact moment of discharge can be very important.

The concentration required, however, does have a time limit. The caster is able to hold the spell comfortably for as many rounds as they have points of constitution. For each round thereafter that the caster attempts to hold the spell, a constitution check must be made. If this check fails, exhaustion overtakes the caster and the spell is ruined.

Cantrips cannot be held in the manner of spells.

Discharging

Causing a spell to manifest itself in actuality is called “discharging,” or releasing the spell from within the spellcaster. Once discharged, the effects of a spell are real and cannot be taken back.

The act of discharge requires 1 action point. A new spell or cantrip cannot be cast in the same round that a spell or a cantrip is discharged. This also means that two cantrips cannot be cast/discharged in the same round.

Additional Notes

Spells do not require material components.

Gaining a new spell upon reaching a new level presupposes that the character has already given that spell a great deal of thought. They have memories of teachers explaining things to them about magic that have not yet taken root in the spellcaster’s mind. However, at the moment of reaching a level, the caster is assumed to have obtained an epiphany. At last, they understand the words of their teachers and comprehend how the spell is ordered in the mind, or otherwise obtained. This empowers the caster to expand their spells.

See Player Characters