Arcane Lore: ​Spells: ​How spells work

  1. ​Spells
  2. ​Levels of Magic

Formulas: words, gestures, and ingredients

Spells require the recitation or performance of a specific spell formula on the part of the caster. These formulae are constructed from words, gestures, and ingredients. When a formula requires words, the words must be pronounced clearly and said firmly and at a conversational loudness. They may not be whispered, for example. When a formula requires gestures, the gestures require freedom of movement of arms, hands, and fingers. Some spells will specify gestures that require further freedom of movement. Spells which require ingredients usually result in the destruction of those ingredients. Unless otherwise noted, ingredients may only be used once for any spell which requires them.

​Reverse spells

Some spells can be cast in two forms: a normal form, and a “reversed” form. For example, Light may also be cast as Darkness. Often, the reversed form will require different ingredients than the normal form.

Spells that have a “reverse” may be cast as either form, assuming that the sorcerer has the appropriate components at the time of casting.

​How spells work: ​Duration

Some spells are instantaneous. They act immediately and are done. Other spells are permanent. The magic acts immediately, but the non-magical effect remains behind. Some spells have a duration of “concentration”. These spells remain in effect for as long as the caster maintains concentration on it. See the main rules for what it means to be concentrating.

Most spells have a limited duration that varies according to the level the spell is cast at. The sorceror need not concentrate to keep these spells going: once cast, the spell lasts for whatever its duration is, and the sorceror can go on to other things.

A few spells are instead dependent on a verve binding. The sorceror must dedicate a certain amount of verve to the spell’s effects. If an effect is dispelled, or its necessary ingredient(s) destroyed, the sorceror loses that verve. A sorceror cannot bind more verve than they have; however, the verve remains available for normal use. If the verve binding comes due and the sorceror doesn’t have enough verve left, the points are lost to survival instead and one of every ten points are added to injuries (if the sorceror doesn’t have enough survival, of course, then more will be added to injuries). Verve (or survival or injuries) are restored as normal once lost. Non-player characters (that don’t have verve) have a verve-binding limit equal to their survival.

Any spell with a non-permanent duration may be ended at any time by the caster.

​How spells work: ​Range

Spells with a range of self may only be cast upon the caster. Spells with a range of touch require that the caster touch the spell recipient. In combat, a successful attack roll is required, and the target is allowed an evasion roll.

​How spells work: ​Reactions

For most spells with a reaction listed, the target is allowed a reaction as long as the target is conscious. The target can choose to forego the reaction. If the reaction is listed with active, this means that the recipient must choose to attempt to resist, or no reaction is allowed.

Physical reactions are generally at a severe penalty if the target is unconscious. Any reactions against physical effects are at a penalty of three when the target is sleeping, or five when the target is completely unconscious.

If the spell’s target is an item another creature is carrying, that creature is generally allowed an evasion roll to keep the item safe.

  1. ​Spells
  2. ​Levels of Magic