Upheaval

SPELL DESCRIPTIONS

The description of each spell is presented in a standard format. Each category of information is explained and defined below.

NAME

The first line of every spell description gives the name by which the spell is generally known.

SCHOOL

Beneath the spell name is a line giving the school of magic (and the subschool, if appropriate) that the spell belongs to.

LEVEL

The next line of a spell description gives a list of classes (except for cleric) that have access to the spell, as well as the base level of the spell (between 0 and 9).

DOMAIN

Domains are groups of thematically similar spells, often ones associated with a deity's circle of influence. The domain field lists all domains to which a certain spell belongs. All clerics have access to 3-4 domains (animal, death, destruction, fire, water, etc.) that are granted through their connection to their deity. Clerics of different faiths may have completely different spell lists, depending on the nature of their deities. All clerics have access to the cleric domain. Spells with no domains are not accessible to any clerics.

Druid spell lists are also domain-based. Druids can cast spells from the Druid, Animal, Plant, and Weather domains. They also usually get one extra elemental domain of their choice.

Paladins also use domain-based spells. They have access to the Paladin and War domains, but default, but may also choose one extra domain from among the Justice, Strength, Protection, or Life domains.

Some spells are in the generic domain. Generic clerics are essentially domainless, and so they have access to all generic spells. These clerics are compatible with SRD versions of clerics ported over from other game systems.

COMPONENTS

A spell’s components are what you must do or possess to cast it. The Components entry in a spell description includes abbreviations that tell you what type of components it has. Specifics for material, focus, and XP components are given at the end of the descriptive text or in the component’s line. Usually you don’t worry about components, but when you can’t use a component for some reason or when a material or focus component is expensive, then the components are important.

Verbal (V): A verbal component is a spoken incantation. To provide a verbal component, you must be able to speak in a strong voice. A silence spell or a gag spoils the incantation (and thus the spell).

Somatic (S): A somatic component is a measured and precise movement of the hand. You must have at least one hand free to provide a somatic component. Wearing armor that you aren’t proficient in inhibits somatic ability.

Material (M): A material component is one or more physical substances or objects that are annihilated by the spell energies in the casting process. Unless a cost is given for a material component, the cost is negligible. Don’t bother to keep track of material components with negligible cost. Assume you have all you need as long as you have your spell component pouch.

Focus (F): A focus component is a prop of some sort. Unlike a material component, a focus is not consumed when the spell is cast and can be reused. As with material components, the cost for a focus is negligible unless a price is given. Assume that focus components of negligible cost are in your spell component pouch.

Divine Focus (DF): A divine focus component is an item of spiritual significance. The divine focus for a cleric or a paladin is a holy symbol appropriate to the character’s faith. If the Components line includes F/DF or M/DF, the arcane version of the spell has a focus component or a material component (the abbreviation before the slash) and the divine version has a divine focus component (the abbreviation after the slash).

XP Cost (XP): Some powerful spells entail an experience point cost to you. No spell can restore the XP lost in this manner. You cannot spend so much XP that you lose a level, so you cannot cast the spell unless you have enough XP to spare. However, you may, on gaining enough XP to attain a new level, use those XP for casting a spell rather than keeping them and advancing a level. The XP are treated just like a material component—expended when you cast the spell, whether or not the casting succeeds.

CASTING TIME

Most spells have a casting time of 1 standard action. Others take 1 round or more, a bonus action, or a reaction. You may use your standard action to cast a bonus action or reaction spell., if you choose, but not vice versa. A spell that takes 1 round to cast is a full-round action. Generally, spells that take longer than one standard action to complete come into effect just before your turn once the casting time is complete.

You get one bonus action that you can use on your turn. If you choose, you may use this to cast a spell with a bonus action casting time. Afterwards, may still use your standard action to perform other actions but not to cast spells. You may only cast one spell per turn unless an effect or ability allows it.

Spells that have a casting time of a reaction can be cast on anyone's turn, not just your own. These spells must be prepared but can be cast in reaction to an action taken by another creature. You get one reaction per turn, and so can't cast more than one reaction spell per turn. Note that since an attack of opportunity is also a reaction, casting a reaction spell prevents you from being able to do these attacks for the rest of your turn. Some feats allow you to acquire more than one reaction.

Ritual spells can be cast without expending a spell slot. This version takes 10 minutes longer than usual and cannot be cast at a higher level. Ritual spells still need to be prepared, as usual, before being cast.

RANGE

A spell’s range indicates how far from you it can reach, as defined in the Range entry of the spell description. A spell’s range is the maximum distance from you that the spell’s effect can occur, as well as the maximum distance at which you can designate the spell’s point of origin. If any portion of the spell’s area would extend beyond this range, that area is wasted. Standard ranges include the following.

Personal/Self: The spell affects only you.

Touch: You must touch a creature or object to affect it (see hitting your target, above)

Range Expressed in Feet: Some spells have no standard range category, just a range expressed in feet.

AREA, TARGET, EFFECT

Spell descriptions will have one of these three fields, depending on whether the spell affects a certain area, whether it is aimed at a specific target, or whether it has a specific effect. See Aiming a Spell and Hitting Your Target, above.

DURATION

A spell’s Duration entry tells you how long the magical energy of the spell lasts.

Timed Durations: Many durations are measured in rounds, minutes, hours, or some other increment. When the time is up, the magic goes away and the spell ends. If a spell’s duration is variable the duration is rolled secretly (the caster doesn’t know how long the spell will last).

Instantaneous: The spell energy comes and goes the instant the spell is cast, though the consequences might be long-lasting.

Permanent: The energy remains as long as the effect does. This means the spell is vulnerable to dispel magic.

Concentration: These spells require minimal, subconscious attention, though they still require some mental maintenance. As such, you cannot have two concentration spells in effect at the same time. Also, any interruption that typically interrupts concentration may cause the spell to fade. You may dismiss these spells at will.

Maintained Concentration: The spell lasts as long as you actively concentrate on it. Concentrating to maintain a spell is a standard action. Anything that could break your concentration when casting a spell can also break your concentration while you’re maintaining one, causing the spell to end. You can’t cast a spell while maintaining concentration. Sometimes a spell lasts for a short time after you cease concentrating.

(D): Spells with the (D) tag in the description can be dismissed as a standard action. Concentration spells or maintained concentration spells will fade as soon as you cease concentrating. All other spells will last until their duration expires, or until dispelled.

Subjects, Effects, and Areas: If the spell affects creatures directly the result travels with the subjects for the spell’s duration. If the spell creates an effect, the effect lasts for the duration. The effect might move or remain still. Such an effect can be destroyed prior to when its duration ends. If the spell affects an area then the spell stays with that area for its duration. Creatures become subject to the spell when they enter the area and are no longer subject to it when they leave.

Discharge: Occasionally a spells lasts for a set duration or until triggered or discharged.

SAVING THROW

Usually a harmful spell allows a target to make a saving throw to avoid some or all of the effect. The Saving Throw entry in a spell description defines which type of saving throw the spell allows and describes how saving throws against the spell work.

CANTRIP

Certain spells can be cast as if they were cantrips. Doing so produces a minor effect but doesn't use a spell slot. To cast a spell as a cantrip, you must still have the spell prepared.

LEVELING

All spells have a base level. To cast the spell, you must expend a spell slot at that level. You may also choose to cast the spell using a spell slot of a higher level. This sometimes increases the potency, duration, or effect of the spell. You only need to prepare the base spell and then may choose to level the spell as you cast it.

REVERSIBLE

Some spells are reversible and can be cast forward or backward. When cast backward, the opposite effect takes place (Cure and Remove Curse, for instance). For such spells, you need only prepare the base version of the spell and you can decide how to cast it when the time comes.

MAGIC RESISTANCE

Unless otherwise noted, assume that all spells are resisted by magic resistance – the innate ability of some creatures to shrug off magical effects. Some spells are not affected by magic resistance though. These will be explicitly noted in the spell’s characteristics (“Magic Resistance: No”).