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Chapter 5: Spells

Source Advanced Player's Guide pg. 211 2.0
Here you'll find spells beyond those listed in the Core Rulebook, including ones that dispense horrid curses, make you immune to nearly all types of harm, and manifest mischievous monkey spirits to vex your foes! The following pages contain new magical powers for casters of every tradition.

The rules regarding how to cast spells and use spell slots, as well as other spell information, can be found here. You can reference individual spell lists and descriptions in the following locations.
Spell ListHyperlink
Arcanehere
Divinehere
Occulthere
Primalhere
SpellsHyperlink
Standard spellshere
Focus spellshere
Ritualshere

Your Spellcasting Style

Source Advanced Player's Guide pg. 211 2.0
If you're playing a spellcaster, it can be fun to consider your personal spellcasting style. Casters of different traditions have the biggest gulf in how they cast spells, but there's also differentiation between—and within—classes!

Preparing Your Spells

Source Advanced Player's Guide pg. 211 2.0
If you prepare spells, consider what it looks like as you do so. Typically, arcane spellcasters consult their books, self-reflect, or otherwise study; divine casters pray to fill their heart with spells that will serve their deity; occult casters attempt to decipher cryptic messages, often while referencing occult texts; and primal casters might seek natural places to contemplate their magic, such as a grove or underground cavern.

Spontaneous spellcasters, not needing to prepare, tend to wake up with their magical reserves restored. This might be a refreshed or vivacious feeling, a teeming thrum throughout the body, or even a sense of impending dread or awe.

Casting Your Spells

Source Advanced Player's Guide pg. 211 2.0
For one spellcaster, casting a spell is a stressful, painful process. For another, it's a moment of triumph as they outsmart their enemy with just the right trick.

The Spell Components sidebar describes how spell components might impact the way you cast spells. Think about what they might mean for you. Do your verbal components use your own voice? Resonate out with a different timbre due to the magic in your words? Resemble the voice of your deity? For somatic components, what gestures do you make? They could be abstract, like forming quick sigils that look like hand signals. Or maybe they're direct: pointing your finger or raising a fist. The particulars of material components are abstracted, so you can customize those you like best for your spells.

Refocusing

Source Advanced Player's Guide pg. 211 2.0
Your class briefly describes what you need to do to Refocus, such as communing with a familiar for the witch or meditating for the monk. Start out with some idea of what this looks like for you, and refine it during play. What you need to do to Refocus is broadly defined to allow a variety of methods that make sense in the story. One witch might share a treat to commune with their familiar, while another might endure a lecture from their familiar on their patron's virtues.

Focus Spells

Source Advanced Player's Guide pg. 228 2.0
A focus spell is unique to a class and reflects its individual role and style. This section introduces focus spells for the oracle and witch and presents several new options for some Core Rulebook classes. The full rules for casting focus spells appear here.

Rituals

Source Advanced Player's Guide pg. 240 2.0
Rituals take much longer to cast than most spells and can be performed by anyone who is skilled enough, not just spellcasters. The rules for casting rituals appear here.