Throughout the spell lists, you will see many repeated terms. These are their definitions.


Concentration

Spells that require concentration can be broken when the caster is injured, affected, or otherwise engaged in a way that may distract them, such as area effects and bad weather. A caster may only hold 1 concentration spell at a time.

Rituals

Specific spells can be cast as a Ritual, but will take longer periods of time, focused casting, and often require very specific components in order to work. These are almost impossible to cast during a battle or under dangerous conditions. Ritual spells do not consume Spell Slots, but they can not be cast at higher levels.

Higher Level Casting

Spells that may be cast at higher levels will have stronger effects or an increased duration, but they also require the caster to have a higher level Spell Slot, which is consumed when cast.


High-Value Materials

Some spells require a material component that can not be bypassed by an arcane focus. These unique component requirements will be listed with a value on the spell’s information card.

Spell Attacks

While most spells require a Skill Save, spells that are cast as a Spell Attack (both ranged and melee) are treated similarly to ordinary attacks, as a roll against the target’s Armor Class.

Teleportation

These spells transport people instantly over distance.

Trigger

These spells are often set to lie in wait for a specific set of circumstances to activate.

Utility

These spells are most often used as a tool or for functional assistance.


Healing

These spells directly kindle the recovery of Hit Points and/or cure ailments and curses.

Boon

These spells bolster targets in many ways, such as ability buffs, heightened senses, resistances, immunity, and other helpful effects.


Damage

Simply put, these spells are used to directly deplete targets’ Hit Points. All damages will have a ‘type’, to which some targets may have vulnerability or resistance.

Affliction

These spells cause adverse effects to targets, most often in the form of hindrances, ability debuffs, and lingering curses.


Physical Effects

Spells that affect the physical world, such as transformation, mobility, and physical damage.

Mental Effects

Spells that affect the mind of creatures, such as charming, frightening, and illusions.

Spiritual Effects

Spells that affect the tethers between the physical and spiritual worlds.