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[[Category:Spells]]
 
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==Yay, Spells!==




Spells are the heart and soul of the fantastic D20 family of games, and frankly, we love them to death. It isn't D20 without all those crazy spells!
Spells are the heart and soul of the fantastic D20 family of games, and frankly, we love them to death. It isn't D20 without all those crazy spells!


Spells are class features for many classes.  In addition, Alchemists and Rangers gain Extracts and Poultices, which are closely modeled on Arcane and Divine spells, as detailed below.  
Spells are class features for many classes.  In addition, Alchemists and Rangers gain Extracts and Poultices, which are closely modeled on Arcane and Divine spells, as detailed below.  


All spells follow certain basic rules, which are laid out below.
All spells follow certain basic rules, which are laid out below.


==Casting Spells==
==Casting Spells==
Whether a spell is arcane or divine, and whether a character prepares spells in advance or chooses them on the spot, casting a spell works the same way.
Whether a spell is arcane or divine, and whether a character prepares spells in advance or chooses them on the spot, casting a spell works the same way.


===Choosing a Spell===
===Choosing a Spell===
*First you must choose which spell to cast. If you're a cleric, druid, experienced paladin, experienced ranger, alchemist, sorcerer, or wizard, you select from among spells(or extracts and poultices) prepared earlier in the day and not yet cast (see Preparing Wizard Spells and Preparing Divine Spells).
*First you must choose which spell to cast. If you're a cleric, druid, experienced paladin, experienced ranger, alchemist, sorcerer, or wizard, you select from among spells(or extracts and poultices) prepared earlier in the day and not yet cast (see Preparing Wizard Spells and Preparing Divine Spells).


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==Arcane Spells==
==Arcane Spells==
Wizards, sorcerers, and bards cast arcane spells. Compared to divine spells, arcane spells are more likely to produce dramatic results.
Wizards, sorcerers, and bards cast arcane spells. Compared to divine spells, arcane spells are more likely to produce dramatic results.


===Preparing Wizard Spells===
===Preparing Wizard Spells===




===Preparing Sorcerer and Bard Spells===
===Preparing Sorcerer and Bard Spells===
Sorcerers and bards cast arcane spells, but they do not use spellbooks or prepare spells. Their class level limits the number of spells she can cast (see these class descriptions). Her high Charisma score might allow her to cast a few extra spells. A member of either class must have a Charisma score of at least 10 + the spell's level to cast the spell.
Sorcerers and bards cast arcane spells, but they do not use spellbooks or prepare spells. Their class level limits the number of spells she can cast (see these class descriptions). Her high Charisma score might allow her to cast a few extra spells. A member of either class must have a Charisma score of at least 10 + the spell's level to cast the spell.


====Daily Readying of Spells====
====Daily Readying of Spells====
Each day, sorcerers and bards must focus their minds on the task of casting their spells. A sorcerer or bard needs 8 hours of rest (just like a wizard), after which she spends 15 minutes concentrating. (A bard must sing, recite, or play an instrument of some kind while concentrating.) During this period, the sorcerer or bard readies her mind and aura to cast her daily allotment of spells. Without such a period to refresh herself, the character does not regain the spell slots she used up the day before.
Each day, sorcerers and bards must focus their minds on the task of casting their spells. A sorcerer or bard needs 8 hours of rest (just like a wizard), after which she spends 15 minutes concentrating. (A bard must sing, recite, or play an instrument of some kind while concentrating.) During this period, the sorcerer or bard readies her mind and aura to cast her daily allotment of spells. Without such a period to refresh herself, the character does not regain the spell slots she used up the day before.


===Rest===
===Rest===
To prepare her daily spells, an arcane caster must first sleep for 8 hours. The wizard, sorcerer, or bard does not have to slumber for every minute of the time, but she must refrain from movement, combat, spellcasting, skill use, conversation, or any other fairly demanding physical or mental task during the rest period. If her rest is interrupted, each interruption adds 1 hour to the total amount of time she has to rest in order to clear her mind, and she must have at least 1 hour of uninterrupted rest immediately prior to preparing her spells. If the character does not need to sleep for some reason, she still must have 8 hours of restful calm before preparing any spells.
To prepare her daily spells, an arcane caster must first sleep for 8 hours. The wizard, sorcerer, or bard does not have to slumber for every minute of the time, but she must refrain from movement, combat, spellcasting, skill use, conversation, or any other fairly demanding physical or mental task during the rest period. If her rest is interrupted, each interruption adds 1 hour to the total amount of time she has to rest in order to clear her mind, and she must have at least 1 hour of uninterrupted rest immediately prior to preparing her spells. If the character does not need to sleep for some reason, she still must have 8 hours of restful calm before preparing any spells.


===Recent Casting Limit/Rest Interruptions===
===Recent Casting Limit/Rest Interruptions===
If a wizard, sorcerer, or bard has cast spells recently, the drain on her aura reduces her capacity to prepare new spells. When she prepares spells for the coming day, all the spells she has cast within the last 8 hours count against her daily limit.
If a wizard, sorcerer, or bard has cast spells recently, the drain on her aura reduces her capacity to prepare new spells. When she prepares spells for the coming day, all the spells she has cast within the last 8 hours count against her daily limit.


===Preparation Environment===
===Preparation Environment===




===Wizard Spell Preparation Time===
===Wizard Spell Preparation Time===
After resting, a wizard must study her spellbook to prepare any spells that day. If she wants to prepare all her spells, the process takes 1 hour no matter how many spells that may be. Preparing some smaller portion of her daily capacity takes a proportionally smaller amount of time, but always at least 15 minutes, the minimum time required to achieve the proper mental state.
After resting, a wizard must study her spellbook to prepare any spells that day. If she wants to prepare all her spells, the process takes 1 hour no matter how many spells that may be. Preparing some smaller portion of her daily capacity takes a proportionally smaller amount of time, but always at least 15 minutes, the minimum time required to achieve the proper mental state.


===Spell Selection and Preparation===
===Spell Selection and Preparation===
Until she prepares spells from her spellbook, the only spells an arcane caster has available to cast are the ones that she already had prepared from a previous day and has not yet used. In general, an arcane caster must prepare spells at least once per year, although they usually do it far more frequently. During the study period, she chooses which spells to prepare. If a wizard already has spells prepared (from the previous day) that she has not cast, she can abandon some or all of them to make room for new spells.
Until she prepares spells from her spellbook, the only spells an arcane caster has available to cast are the ones that she already had prepared from a previous day and has not yet used. In general, an arcane caster must prepare spells at least once per year, although they usually do it far more frequently. During the study period, she chooses which spells to prepare. If a wizard already has spells prepared (from the previous day) that she has not cast, she can abandon some or all of them to make room for new spells.


When preparing spells for the day, a wizard can leave some of these spell slots open. Later during that day, she can repeat the 15 minute preparation process as often as she likes, time and circumstances permitting. During these extra sessions of preparation, the wizard can fill these unused spell slots with any spell in her spellbook. She cannot, however, abandon a previously prepared spell to replace it with another one or fill a slot that is empty because she has cast a spell in the meantime. That sort of preparation requires a mind fresh from rest. Like the first session of the day, this preparation takes at least 15 minutes, and it takes longer if the wizard prepares more than one-quarter of her spells.
When preparing spells for the day, a wizard can leave some of these spell slots open. Later during that day, she can repeat the 15 minute preparation process as often as she likes, time and circumstances permitting. During these extra sessions of preparation, the wizard can fill these unused spell slots with any spell in her spellbook. She cannot, however, abandon a previously prepared spell to replace it with another one or fill a slot that is empty because she has cast a spell in the meantime. That sort of preparation requires a mind fresh from rest. Like the first session of the day, this preparation takes at least 15 minutes, and it takes longer if the wizard prepares more than one-quarter of her spells.


===Spell Slots===
===Spell Slots===
The various character class tables show how many spells of each level an arcane spell caster can cast per day. These openings for daily spells are called spell slots. A spellcaster always has the option to fill a higher-level spell slot with a lower-level spell. A spellcaster who lacks a high enough ability score to cast spells that would otherwise be his or her due still gets the slots but must fill them with spells of lower level.
The various character class tables show how many spells of each level an arcane spell caster can cast per day. These openings for daily spells are called spell slots. A spellcaster always has the option to fill a higher-level spell slot with a lower-level spell. A spellcaster who lacks a high enough ability score to cast spells that would otherwise be his or her due still gets the slots but must fill them with spells of lower level.


===Prepared Spell Retention===
===Prepared Spell Retention===




===Death and Prepared Spell Retention===
===Death and Prepared Spell Retention===
If a spellcaster dies, all prepared spells stored in his or her mind and aura are wiped away. Potent magic (such as raise dead, resurrection, or true resurrection) can recover the lost energy from the caster's aura when it recovers the character.  Thus, raising a caster in battle brings them back with their un-used spells intact.
If a spellcaster dies, all prepared spells stored in his or her mind and aura are wiped away. Potent magic (such as raise dead, resurrection, or true resurrection) can recover the lost energy from the caster's aura when it recovers the character.  Thus, raising a caster in battle brings them back with their un-used spells intact.


===Arcane Magical Writings===
===Arcane Magical Writings===




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Once a character deciphers a particular magical writing, she does not need to decipher it again. Deciphering a magical writing allows the reader to identify the spell and gives some idea of its effects (as explained in the spell description). If the magical writing was a scroll and the reader can cast arcane spells, she can attempt to use the scroll.
Once a character deciphers a particular magical writing, she does not need to decipher it again. Deciphering a magical writing allows the reader to identify the spell and gives some idea of its effects (as explained in the spell description). If the magical writing was a scroll and the reader can cast arcane spells, she can attempt to use the scroll.


===Wizard Spells and Borrowed Spellbooks===
===Wizard Spells and Borrowed Spellbooks===




===Adding Spells to a Wizard's Spellbook===
===Adding Spells to a Wizard's Spellbook===
Wizards can add new spells to their spellbooks through several methods. A wizard can only learn new spells that belong to the wizard spell lists.
Wizards can add new spells to their spellbooks through several methods. A wizard can only learn new spells that belong to the wizard spell lists.


====Spells Gained at a New Level====
====Spells Gained at a New Level====
Wizards perform a certain amount of spell research between adventures. Each time a character attains a new wizard level, he gains two spells of his choice to add to his spellbook. The two free spells must be of spell levels he can cast.
Wizards perform a certain amount of spell research between adventures. Each time a character attains a new wizard level, he gains two spells of his choice to add to his spellbook. The two free spells must be of spell levels he can cast.


====Spells Copied from Another's Spellbook or a Scroll====
====Spells Copied from Another's Spellbook or a Scroll====
A wizard can also add a spell to his book whenever he encounters one on a magic scroll or in another wizard's spellbook. No matter what the spell's source, the wizard must first decipher the magical writing (see Arcane Magical Writings). Next, he must spend 1 hour studying the spell. At the end of the hour, he must make a Spellcraft check (DC 10 + 3x spell's level). A wizard who has specialized in a school of spells gains a +2 bonus on the Spellcraft check if the new spell is from his specialty school. If the check succeeds, the wizard understands the spell and can copy it into his spellbook (see Writing a New Spell into a Spellbook). The process leaves a spellbook that was copied from unharmed, but a spell successfully copied from a magic scroll disappears from the parchment.
A wizard can also add a spell to his book whenever he encounters one on a magic scroll or in another wizard's spellbook. No matter what the spell's source, the wizard must first decipher the magical writing (see Arcane Magical Writings). Next, he must spend 1 hour studying the spell. At the end of the hour, he must make a Spellcraft check (DC 10 + 3x spell's level). A wizard who has specialized in a school of spells gains a +2 bonus on the Spellcraft check if the new spell is from his specialty school. If the check succeeds, the wizard understands the spell and can copy it into his spellbook (see Writing a New Spell into a Spellbook). The process leaves a spellbook that was copied from unharmed, but a spell successfully copied from a magic scroll disappears from the parchment.


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In most cases, wizards charge a fee for the privilege of copying spells from their spellbooks. This fee is usually equal to half the cost to write the spell into a spellbook (see Writing a New Spell into a Spellbook). Rare and unique spells might cost significantly more.
In most cases, wizards charge a fee for the privilege of copying spells from their spellbooks. This fee is usually equal to half the cost to write the spell into a spellbook (see Writing a New Spell into a Spellbook). Rare and unique spells might cost significantly more.


====Independent Research====
====Independent Research====
A wizard can also research a spell independently, duplicating an existing spell or creating an entirely new one. The cost to research a new spell, and the time required, are left up to GM discretion, but it should probably take at least 1 week and cost at least 1,000 gp per level of the spell to be researched. This should also require a number of Spellcraft and Knowledge (arcana) checks.
A wizard can also research a spell independently, duplicating an existing spell or creating an entirely new one. The cost to research a new spell, and the time required, are left up to GM discretion, but it should probably take at least 1 week and cost at least 1,000 gp per level of the spell to be researched. This should also require a number of Spellcraft and Knowledge (arcana) checks.


====Time====
====Time====




====Space in the Spellbook====
====Space in the Spellbook====
A spell takes up one page of the spellbook no matter how high its level. Even a 0-level spell (cantrip) takes one page. A standard spellbook has one hundred pages and weighs five pounds.
A spell takes up one page of the spellbook no matter how high its level. Even a 0-level spell (cantrip) takes one page. A standard spellbook has one hundred pages and weighs five pounds.


====Materials and Costs====
====Materials and Costs====
Materials for writing a 0-level spell cost 5 gold. Materials for writing any higher level spell cost 10 gp per spell level cubed. Thus:
Materials for writing a 0-level spell cost 5 gold. Materials for writing any higher level spell cost 10 gp per spell level cubed. Thus:


*A level 1 spell costs 1 x 1 x 1 x 10gp =    10 gp.
*A level 1 spell costs 1 x 1 x 1 x 10gp =    10 gp.
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*A level 8 spell costs 8 x 8 x 8 x 10gp =  5120 gp.
*A level 8 spell costs 8 x 8 x 8 x 10gp =  5120 gp.
*A level 9 spell costs 9 x 9 x 9 x 10gp =  7290 gp.
*A level 9 spell costs 9 x 9 x 9 x 10gp =  7290 gp.


At Epic levels, True Dweomers cost much more to place into a spellbook, namely:
At Epic levels, True Dweomers cost much more to place into a spellbook, namely:


*A level 10 spell costs 10x10x10 x 100gp =  100,000gp.
*A level 10 spell costs 10x10x10 x 100gp =  100,000gp.
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*A level 13 spell costs 13x13x13 x 300gp =  659,100gp.
*A level 13 spell costs 13x13x13 x 300gp =  659,100gp.
*A level 14 spell costs 14x14x14 x 400gp = 1,097,600gp.
*A level 14 spell costs 14x14x14 x 400gp = 1,097,600gp.


Note that a wizard does not have to pay these costs in time or gold for the spells she gains for free at each new level below Epic. No caster ever gains True Dweomer spells for free.
Note that a wizard does not have to pay these costs in time or gold for the spells she gains for free at each new level below Epic. No caster ever gains True Dweomer spells for free.


===Replacing and Copying Spellbooks===
===Replacing and Copying Spellbooks===
A wizard can use the procedure for learning a spell to reconstruct a lost spellbook. If she already has a particular spell prepared, she can write it directly into a new book at a cost of 100 gp per page. The process wipes the prepared spell from her mind and aura, just as casting it would. If she does not have the spell prepared, she can prepare it from a borrowed spellbook and then write it into a new book.
A wizard can use the procedure for learning a spell to reconstruct a lost spellbook. If she already has a particular spell prepared, she can write it directly into a new book at a cost of 100 gp per page. The process wipes the prepared spell from her mind and aura, just as casting it would. If she does not have the spell prepared, she can prepare it from a borrowed spellbook and then write it into a new book.


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===Selling a Spellbook===
===Selling a Spellbook===
Captured spellbooks can be sold for a gp amount equal to one-half the cost of purchasing and inscribing the spells within. A spellbook entirely filled with spells of a reasonable level is worth a LOT.  There is a reason why Wizards are very touchy about their spellbooks.
Captured spellbooks can be sold for a gp amount equal to one-half the cost of purchasing and inscribing the spells within. A spellbook entirely filled with spells of a reasonable level is worth a LOT.  There is a reason why Wizards are very touchy about their spellbooks.


===Sorcerers And Bards===
===Sorcerers And Bards===


Daily Readying of Spells
Daily Readying of Spells
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A sorcerer or bard gains spells each time he attains a new level in his class and never gains spells any other way. When your sorcerer or bard gains a new level, consult Table: The Bard or Table: Sorcerer Spells Known to learn how many spells from the appropriate spell list he now knows. With permission, sorcerers and bards can also select the spells they gain from new and unusual spells that they have gained some understanding of.  
A sorcerer or bard gains spells each time he attains a new level in his class and never gains spells any other way. When your sorcerer or bard gains a new level, consult Table: The Bard or Table: Sorcerer Spells Known to learn how many spells from the appropriate spell list he now knows. With permission, sorcerers and bards can also select the spells they gain from new and unusual spells that they have gained some understanding of.  


==Divine Spells==
==Divine Spells==
Clerics, druids, and experienced paladins can cast divine spells. Unlike arcane spells, divine spells draw power from a divine source. Clerics gain spell power from deities or from divine forces. The divine force of nature powers druid spells. The divine forces of law, good, and evil power paladin spells. Divine spells tend to focus on healing and protection and are less flashy, destructive, and disruptive than arcane spells.
Clerics, druids, and experienced paladins can cast divine spells. Unlike arcane spells, divine spells draw power from a divine source. Clerics gain spell power from deities or from divine forces. The divine force of nature powers druid spells. The divine forces of law, good, and evil power paladin spells. Divine spells tend to focus on healing and protection and are less flashy, destructive, and disruptive than arcane spells.


===Preparing Divine Spells===
===Preparing Divine Spells===




===Time of Day===
===Time of Day===
A divine spellcaster chooses and prepares spells ahead of time, just as a wizard does. However, a divine spellcaster does not require a period of rest to prepare spells. Instead, the character chooses a particular part of the day to pray and receive spells. The time is usually associated with some daily event. If some event prevents a character from praying at the proper time, he must do so as soon as possible. If the character does not stop to pray for spells at the first opportunity, he must wait until the next day to prepare spells.
A divine spellcaster chooses and prepares spells ahead of time, just as a wizard does. However, a divine spellcaster does not require a period of rest to prepare spells. Instead, the character chooses a particular part of the day to pray and receive spells. The time is usually associated with some daily event. If some event prevents a character from praying at the proper time, he must do so as soon as possible. If the character does not stop to pray for spells at the first opportunity, he must wait until the next day to prepare spells.
Spell Selection and Preparation
Spell Selection and Preparation
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===Spontaneous Casting of Cure and Inflict Spells===
===Spontaneous Casting of Cure and Inflict Spells===
A good cleric (or a cleric of a good deity) can spontaneously cast a cure spell in place of a prepared spell of the same level or higher, but not in place of a bonus domain spell. An evil cleric (or a cleric of an evil deity) can spontaneously cast an inflict spell in place of a prepared spell (that is not a domain spell) of the same level or higher. Each neutral cleric of a neutral deity spontaneously casts either cure spells like a good cleric or inflict spells like an evil one, depending on which option the player chooses when creating the character. The divine energy of the spell that the cure or inflict spell substitutes for is converted into the cure or inflict spell as if that spell had been prepared all along.
A good cleric (or a cleric of a good deity) can spontaneously cast a cure spell in place of a prepared spell of the same level or higher, but not in place of a bonus domain spell. An evil cleric (or a cleric of an evil deity) can spontaneously cast an inflict spell in place of a prepared spell (that is not a domain spell) of the same level or higher. Each neutral cleric of a neutral deity spontaneously casts either cure spells like a good cleric or inflict spells like an evil one, depending on which option the player chooses when creating the character. The divine energy of the spell that the cure or inflict spell substitutes for is converted into the cure or inflict spell as if that spell had been prepared all along.


===Spontaneous Casting of Summon Nature's Ally Spells===
===Spontaneous Casting of Summon Nature's Ally Spells===
A druid can spontaneously cast summon nature's ally in place of a prepared spell of the same level or higher. The divine energy of the spell that the summon spell substitutes for is converted as if that spell had been prepared all along.
A druid can spontaneously cast summon nature's ally in place of a prepared spell of the same level or higher. The divine energy of the spell that the summon spell substitutes for is converted as if that spell had been prepared all along.


===Spell Slots===
===Spell Slots===
The character class tables show how many spells of each level a divine character can cast per day.
The character class tables show how many spells of each level a divine character can cast per day.


These openings for daily spells are called spell slots. A divine spellcaster always has the option to fill a higher-level spell slot with a lower level spell. A spellcaster who lacks a high enough ability score to cast spells that would otherwise be his or her due still gets the slots but must fill them with spells of lower level.
These openings for daily spells are called spell slots. A divine spellcaster always has the option to fill a higher-level spell slot with a lower level spell. A spellcaster who lacks a high enough ability score to cast spells that would otherwise be his or her due still gets the slots but must fill them with spells of lower level.


===Recent Casting Limit===
===Recent Casting Limit===
As with arcane spells, at the time of preparation any spells cast within the previous 8 hours count against the number of spells that can be prepared.
As with arcane spells, at the time of preparation any spells cast within the previous 8 hours count against the number of spells that can be prepared.


===Writing Divine Spells===
===Writing Divine Spells===
Divine spells can be written down and deciphered just as arcane spells can (see Arcane Magical Writings). Any character with the Spellcraft skill can attempt to decipher the divine magical writing and identify it. However, only characters who have the spell in question (in its divine form) on their class spell list can cast a divine spell from a scroll.
Divine spells can be written down and deciphered just as arcane spells can (see Arcane Magical Writings). Any character with the Spellcraft skill can attempt to decipher the divine magical writing and identify it. However, only characters who have the spell in question (in its divine form) on their class spell list can cast a divine spell from a scroll.


===New Divine Spells===
===New Divine Spells===
Divine spellcasters most frequently gain new spells in one of the following two ways.
Divine spellcasters most frequently gain new spells in one of the following two ways.


===Spells Gained at a New Level===
===Spells Gained at a New Level===
Characters who can cast divine spells undertake a certain amount of study between adventures. Each time such a character receives a new level of divine spells, he or she learns new spells from that level automatically.
Characters who can cast divine spells undertake a certain amount of study between adventures. Each time such a character receives a new level of divine spells, he or she learns new spells from that level automatically.


===Independent Research===
===Independent Research===
An extremely faithful and spiritual divine spellcaster also can research a spell independently, much as an arcane spellcaster can. Only the creator of such a spell can prepare and cast it, unless he decides to share it with others.  
An extremely faithful and spiritual divine spellcaster also can research a spell independently, much as an arcane spellcaster can. Only the creator of such a spell can prepare and cast it, unless he decides to share it with others.  


==Spell Effects==
==Spell Effects==
===The Spell's Result===
===The Spell's Result===
When you cast a spell, it does things in game. Frequently this is damage, or application of a condition, or both. Many spells do all sorts of weird and interesting things, and many special cases must be adjudicated by the GM in play.
When you cast a spell, it does things in game. Frequently this is damage, or application of a condition, or both. Many spells do all sorts of weird and interesting things, and many special cases must be adjudicated by the GM in play.


Once you know which creatures (or objects or areas) are affected, and whether those creatures have made successful saving throws (if any were allowed), you can apply whatever results a spell entails.
Once you know which creatures (or objects or areas) are affected, and whether those creatures have made successful saving throws (if any were allowed), you can apply whatever results a spell entails.


===Special Spell Effects===
===Special Spell Effects===
Many special spell effects are handled according to the school of the spells in question. Certain other special spell features are found across spell schools.
Many special spell effects are handled according to the school of the spells in question. Certain other special spell features are found across spell schools.


===Attacks===
===Attacks===
Some spell descriptions refer to attacking. All offensive combat actions, even those that don't damage opponents, are considered attacks. Attempts to channel energy count as attacks if it would harm any creatures in the area. All spells that opponents resist with saving throws, that deal damage, or that otherwise harm or hamper subjects are attacks. Spells that summon monsters or other allies are not attacks because the spells themselves don't harm anyone.
Some spell descriptions refer to attacking. All offensive combat actions, even those that don't damage opponents, are considered attacks. Attempts to channel energy count as attacks if it would harm any creatures in the area. All spells that opponents resist with saving throws, that deal damage, or that otherwise harm or hamper subjects are attacks. Spells that summon monsters or other allies are not attacks because the spells themselves don't harm anyone.
Bonus Types
Bonus Types


Usually, a bonus has a type that indicates how the spell grants the bonus. The important aspect of bonus types is that two bonuses of the same type don't generally stack. With the exception of dodge bonuses, most circumstance bonuses, and racial bonuses, only the better bonus of a given type works. The same principle applies to penalties- a character taking two or more penalties of the same type applies only the worst one, although most penalties have no type and thus always stack. Bonuses without a type always stack, unless they are from the same source.
Usually, a bonus has a type that indicates how the spell grants the bonus. The important aspect of bonus types is that two bonuses of the same type don't generally stack. With the exception of dodge bonuses, most circumstance bonuses, and racial bonuses, only the better bonus of a given type works. The same principle applies to penalties- a character taking two or more penalties of the same type applies only the worst one, although most penalties have no type and thus always stack. Bonuses without a type always stack, unless they are from the same source.


===Ongoing Effects===
===Ongoing Effects===
Many spells apply ongoing effects. Unless specifically detailed in the spell, all ongoing effects are visible for the duration of the spell, often as a glow, or shimmer, or visible, audible, or olfactory aura. Detect Magic or True Sight may cayse the eyes to glow gently, Mage Armor surrounds you with a shimmer of power, Ant Haul gives you a pleasant scent of formic acid, Bless gives you an audible paean of divine blessings, et, etc.  The GM is encouraged to rule in all cases, but try to make it cool.   
Many spells apply ongoing effects. Unless specifically detailed in the spell, all ongoing effects are visible for the duration of the spell, often as a glow, or shimmer, or visible, audible, or olfactory aura. Detect Magic or True Sight may cayse the eyes to glow gently, Mage Armor surrounds you with a shimmer of power, Ant Haul gives you a pleasant scent of formic acid, Bless gives you an audible paean of divine blessings, et, etc.  The GM is encouraged to rule in all cases, but try to make it cool.   


===Bringing Back the Dead===
===Bringing Back the Dead===
Several spells have the power to restore slain characters to life.
Several spells have the power to restore slain characters to life.


When a living creature dies, its soul departs its body, leaves the Material Plane, travels through the Astral Plane, and goes to abide on the plane where the creature's deity resides. If the creature did not worship a deity, its soul departs to the plane corresponding to its alignment. Bringing someone back from the dead involves magically retrieving his soul and returning it to his body. For more information on the planes, see Environment.
When a living creature dies, its soul departs its body, leaves the Material Plane, travels through the Astral Plane, and goes to abide on the plane where the creature's deity resides. If the creature did not worship a deity, its soul departs to the plane corresponding to its alignment. Bringing someone back from the dead involves magically retrieving his soul and returning it to his body. For more information on the planes, see Environment.


===Negative Levels===
===Negative Levels===
Any creature brought back to life usually gains one or more permanent negative levels. These levels apply a penalty to most rolls until removed through spells such as restoration. If the character was 1st level at the time of death, he loses 2 points of Constitution instead of gaining a negative level.
Any creature brought back to life usually gains one or more permanent negative levels. These levels apply a penalty to most rolls until removed through spells such as restoration. If the character was 1st level at the time of death, he loses 2 points of Constitution instead of gaining a negative level.


===Preventing Revivification===
===Preventing Revivification===
Enemies can take steps to make it more difficult for a character to be returned from the dead. Keeping the body prevents others from using raise dead or resurrection to restore the slain character to life. Casting trap the soul prevents any sort of revivification unless the soul is first released.
Enemies can take steps to make it more difficult for a character to be returned from the dead. Keeping the body prevents others from using raise dead or resurrection to restore the slain character to life. Casting trap the soul prevents any sort of revivification unless the soul is first released.


===Revivification against One's Will===
===Revivification against One's Will===
A soul can't be returned to life if it doesn't wish to be. A soul knows the name, alignment, and patron deity (if any) of the character attempting to revive it and may refuse to return on that basis.
A soul can't be returned to life if it doesn't wish to be. A soul knows the name, alignment, and patron deity (if any) of the character attempting to revive it and may refuse to return on that basis.


===Combining Magic Effects===
===Combining Magic Effects===
Spells or magical effects usually work as described, no matter how many other spells or magical effects happen to be operating in the same area or on the same recipient. Except in special cases, a spell does not affect the way another spell operates. Whenever a spell has a specific effect on other spells, the spell description explains that effect. Several other general rules apply when spells or magical effects operate in the same place:
Spells or magical effects usually work as described, no matter how many other spells or magical effects happen to be operating in the same area or on the same recipient. Except in special cases, a spell does not affect the way another spell operates. Whenever a spell has a specific effect on other spells, the spell description explains that effect. Several other general rules apply when spells or magical effects operate in the same place:


===Stacking Effects===
===Stacking Effects===
Spells that provide bonuses or penalties on attack rolls, damage rolls, saving throws, and other attributes usually do not stack with themselves. More generally, two bonuses of the same type don't stack even if they come from different spells (or from effects other than spells; see Bonus Types, above).
Spells that provide bonuses or penalties on attack rolls, damage rolls, saving throws, and other attributes usually do not stack with themselves. More generally, two bonuses of the same type don't stack even if they come from different spells (or from effects other than spells; see Bonus Types, above).


===Different Bonus Types===
===Different Bonus Types===
The bonuses or penalties from two different spells stack if the modifiers are of different types. A bonus that doesn't have a type stacks with any bonus. See FAQ at right for some additional information.
The bonuses or penalties from two different spells stack if the modifiers are of different types. A bonus that doesn't have a type stacks with any bonus. See FAQ at right for some additional information.


===Same Effect More than Once in Different Strengths===
===Same Effect More than Once in Different Strengths===
In cases when two or more identical spells are operating in the same area or on the same target, but at different strengths, only the one with the highest strength applies.
In cases when two or more identical spells are operating in the same area or on the same target, but at different strengths, only the one with the highest strength applies.


===Same Effect with Differing Results===
===Same Effect with Differing Results===
The same spell can sometimes produce varying effects if applied to the same recipient more than once. Usually the last spell in the series trumps the others. None of the previous spells are actually removed or dispelled, but their effects become irrelevant while the final spell in the series lasts.
The same spell can sometimes produce varying effects if applied to the same recipient more than once. Usually the last spell in the series trumps the others. None of the previous spells are actually removed or dispelled, but their effects become irrelevant while the final spell in the series lasts.


===One Effect Makes Another Irrelevant===
===One Effect Makes Another Irrelevant===
Sometimes, one spell can render a later spell irrelevant. Both spells are still active, but one has rendered the other useless in some fashion.
Sometimes, one spell can render a later spell irrelevant. Both spells are still active, but one has rendered the other useless in some fashion.


===Multiple Mental Control Effects===
===Multiple Mental Control Effects===
Sometimes magical effects that establish mental control render each other irrelevant, such as spells that remove the subject's ability to act. Mental controls that don't remove the recipient's ability to act usually do not interfere with each other. If a creature is under the mental control of two or more creatures, it tends to obey each to the best of its ability, and to the extent of the control each effect allows. If the controlled creature receives conflicting orders simultaneously, the competing controllers must make opposed Charisma checks to determine which one the creature obeys.
Sometimes magical effects that establish mental control render each other irrelevant, such as spells that remove the subject's ability to act. Mental controls that don't remove the recipient's ability to act usually do not interfere with each other. If a creature is under the mental control of two or more creatures, it tends to obey each to the best of its ability, and to the extent of the control each effect allows. If the controlled creature receives conflicting orders simultaneously, the competing controllers must make opposed Charisma checks to determine which one the creature obeys.


===Spells with Opposite Effects===
===Spells with Opposite Effects===
Spells with opposite effects apply normally, with all bonuses, penalties, or changes accruing in the order that they apply. Some spells negate or counter each other. This is a special effect that is noted in a spell's description.
Spells with opposite effects apply normally, with all bonuses, penalties, or changes accruing in the order that they apply. Some spells negate or counter each other. This is a special effect that is noted in a spell's description.


===Instantaneous Effects===
===Instantaneous Effects===
Two or more spells with instantaneous durations work cumulatively when they affect the same target. Instantaneous effects are usually damage, to be honest.
Two or more spells with instantaneous durations work cumulatively when they affect the same target. Instantaneous effects are usually damage, to be honest.

Revision as of 22:13, 13 December 2016