Spell Terms and Definitions

SPELL DESCRIPTION FORMAT
As mentioned, each spell is defined by a description of the effect it causes and a set of terms necessary for game play. The spell descriptions appear after the class spell lists. A summary reminder on spell format and terms appears prior to the spell descriptions, but the following provides more detail and information on spell terms.
CASTING TIME
Most spells take one round to cast. A spell that takes one round (CT 1) to cast comes into effect during the caster’s initiative turn for that round. Complex spells may take more time to cast, and such casting times are expressed in rounds (rd), minutes (min), hours (hr), turn (tn, equals 1 minute or 6 rounds), or days. For relative understanding of casting time, a round is 10 seconds.
Spells that take more than one round to cast come into effect during the caster’s initiative turn on the last round of the casting time for the spell.
For example, Cardom the Chromatic rolls a 6 for initiative and he acts third in that round after his fighting companion, Quinn, and the Ogre they are fighting. Cardom casts a spell with a casting time of one round. The spell takes effect that round. If Cardom chose to cast a spell with a casting time of two, then the spell would take effect in the next round of combat during Cardom’s turn for the next round. So, if Cardom acted first in the next round the spell would take effect then, but if he acted last, then it would take effect after all others had taken their action.
Most Castle Keepers make you announce at the beginning of the round whether you are going to cast a spell. If so, and you roll a low initiative roll, then you have a chance of being struck before the spell goes off. For those Castle Keepers who do not require announcement, some disallow any spell in the same round in which you were hit before your initiative turn. For Castle Keepers who do neither of the above, it would be more a situation of simultaneous swings with an enemy or some sort of environmental or magical effect situation disrupting the spell.
RANGE
A spell’s range is the maximum distance from the character that the spell’s effect can occur, as well as the maximum distance at which the character can designate the spell’s point of origin. The character aims a spell by making some choice about whom the spell is to affect or where the effect is to originate, depending on the type of spell. If any portion of the spell’s area extends beyond the range, that area is wasted.
Sometimes the range of a spell is listed as personal (affecting only the caster) or touch (the caster must touch a creature or object to affect it), as noted in the spell description. Many spells have a range expressed in feet. A few spells have an unlimited range, meaning their effects can reach anywhere on the plane of existence.
Some spells create or summon things rather than affecting things that are already present. The character must designate the location where these things are to appear, either by seeing it or defining it. Range determines how far away an effect can appear, but if the effect is mobile it can move without regard to the spell’s range.
TARGET OR AREA OF EFFECT
Spells that do not affect the caster personally generally have a target or affect a certain area. This part of a spell description defines the number of creatures, dimensions, volume, weight and so on that the spell affects, if it is not otherwise obvious from the spell’s description.
TARGETED SPELLS: Targeted spells are cast directly on creatures or objects, as defined by the spell itself. In most cases, the character must be able to see or touch the target, and the character must specifically choose that target. If the character casts a targeted spell on the wrong sort of target, the spell has no effect. If the target of a spell is the caster, the caster does not receive a saving throw, and spell resistance does not apply.
AREA SPELLS: Some spells affect an area. The character selects where the spell originates, but otherwise does not control which creatures or objects the spell will effect. Sometimes a spell describes a specially defined area, but usually an area falls into one of several categories:
Burst: The character selects the spell’s point of origin, and the spell bursts out from this point, affecting whatever it catches in its area.
Cone: The cone shoots away from the character in the direction the character designates, starting directly before the character and widening out as it goes, though some spells affect all creatures in an area rather than individual creatures.
Cylinder: The character selects the center of a horizontal circle as the spell’s point of origin; the spell shoots from the circle, filling a cylinder.
Emanation: Some spells have an area like a burst but the effect continues to radiate from the point of origin for the duration of the spell. Some spells affect objects within an area the caster selects, Some spells spread out like a burst, but can turn corners; the caster selects the point of origin, and the spell spreads out for a given distance in all directions.
OBSTACLES:
Some spell effects likes rays, bursts, and cones are affected by obstacles. The character must have a clear line of effect to any target that the character casts a spell upon or to any space in which the character wishes to create an effect. The character must have a clear line of effect to the point of origin of any spell the character casts. For bursts, cones, cylinders, and emanating spells, the spell only affects areas, creatures, or objects to which it has line of effect from its origin (a burst’s point, a cone’s starting point, a cylinder’s circle, or an emanating spell’s point of origin). An otherwise solid barrier with a hole of at least 1 square foot through it does not block a spell’s line of effect.
A caster aims a ray as if using a ranged weapon, though typically the character makes a ranged touch attack rather than a normal ranged attack. As with a ranged weapon, the character can fire into the dark or at an invisible creature and hope to hit something. The character doesn’t have to see the creature they are trying to hit, as the character does with a targeted spell. Intervening creatures and obstacles, however, can block the character’s line of sight or provide cover for the creature the character is aiming at. If a ray spell has a duration, the duration refers to the effect that the ray causes, not to the length of time the ray itself persists.
Bursts and cones spread out from a point of origin to a distance described in the spell. The effect can extend around corners and into areas that the caster cannot see. The caster must designate the point of origin for such an effect if the spell description does not specify one.
DURATION
Duration measures how long a spell’s effect lasts. 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. Some spells have a permanent duration, and some require the caster to concentrate in order to maintain the spell’s effect. A character can typically dismiss personal spells at will before the duration ends, or if the spell description so states. A spell that requires concentration is dismissible by its very nature.
Sometimes a spell lasts for a short time after the character ceases concentrating. In these cases, the spell effects continue for the stated length of time after the character stops concentrating. Otherwise, the character must concentrate to maintain the spell, but the character cannot maintain it for more than the stated duration in any event.
If a spell affects creatures directly, the effects travel with the subject 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 effects can be destroyed prior to their duration’s end. If the spell affects an area, then the spell stays with that area for the spell’s duration. Creatures become subject to the spell when they enter the area and become free of it when they leave. Certain spells last for a set duration, or until triggered.
SAVING THROW
Most harmful spells allow an affected creature to make a saving throw in order to avoid some or all of the spells effect. The spell description details whether the spell allows a saving throw, what type of saving throw is made and the effect of a successful save. If a spell does not include a saving throw entry, then assume no saving throw is allowed.
A creature that successfully saves against a spell without obvious physical effects feels a hostile force or a tingle, but cannot deduce the exact nature of the attack. Likewise, if a creature’s saving throw succeeds against a targeted spell, the caster senses that the spell has failed. The caster does not sense when creatures succeed at saving throws against effect and area spells.
SAVING THROW CHALLENGE LEVEL: a spell’s challenge level is always equal to its caster’s level unless specified otherwise.
NEGATES: this term means that the spell has no effect on an affected creature that makes a successful saving throw.
PARTIAL: the spell causes an effect on its subject, but a successful saving throw means some lesser effect occurs.
HALF: the spell deals damage, and a successful saving throw halves the damage taken (round down).
NONE: no saving throw is allowed.
DISBELIEF: a successful save lets the subject ignore the effect.
OBJECT: the spell can be cast on objects, which receive saving throws only if they are magical or if the spell specifies otherwise.
HARMLESS: a parenthetical (h) indicates a harmless spell. The spell is usually not harmful, but a targeted creature can attempt a saving throw if it wishes.
VOLUNTARILY GIVING UP A SAVING THROW: a creature can voluntarily forego a saving throw and willingly accept a spell’s result. Even a character with a special resistance to magic can suppress this if he or she wants to.
ITEMS SURVIVING AFTER A SAVING THROW: sometimes a spell specifies whether items in the area of effect for the spell are potentially damaged. These items are required to make a saving throw or are destroyed. SPELL RESISTANCE
Spell resistance is a special defensive ability. A defender’s spell resistance is like an armor class against magical attacks. All creatures have a minimum SR of one.
If a spell is being resisted by a defender with spell resistance, the caster of the spell must roll a d20. The result of that d20 roll must be equal to or greater than the spell resistance of the target for the spell to take effect. The spell resistance line and/ or the descriptive text of a spell description explains whether or not the spell resistance applies, as some spells are not affected by a target creature’s spell resistance.
Spell resistance applies even if a given spell also allows the target creature a saving throw. The effects of spell resistance, if any, are applied first, and then the creature may also make a saving throw. In most cases, spell resistance applies only when a resistant creature is targeted by the spell, not when a resistant creature encounters a spell that is already in place, such as a wall of iron.
The terms ‘object’ and ‘harmless’ mean the same thing for saving throws. A creature with spell resistance must voluntarily drop the resistance in order to receive the effects of a spell noted as ‘harmless’ without the check described above. If a spell does not include a spell resistance entry, then assume no spell resistance check is allowed.
COMPONENTS
A spell’s components line includes abbreviations for the components required to cast the spell. Spells can have verbal (V), somatic (S), material (M), focus (F), divine focus (DF) components, any combination thereof, or any other special components. If the components line includes F/DF or M/DF, the arcane version of the spell has a focus component or a material component and the divine version has a divine focus component. If the necessary components are not used, the casting fails. If a material component, focus or define focus has a gold piece cost, the cost is listed; otherwise the character can assume that the actual materials involved have no significant monetary value, unless the Castle Keeper rules otherwise. Material components are always consumed during the casting of a spell; a focus or divine focus is not. If a special focus or divine focus is required, it is unique to the spell and cannot be used as the focus for other spells.
VERBAL (V): A verbal component is a spoken incantation. To provide a verbal component, the character must be able to speak in a strong voice. A silence spell or a gag spoils the incantation.
SOMATIC (S): A somatic component is a measured and precise movement of the hand or some other part of the body. The character must have at least one hand free to provide a somatic component.
MATERIAL (M): A material component is a physical substance or object that focuses a spell casters energies during casting process. The component is generally destroyed in the process of casting the spell.
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 specific price is listed.
DIVINE FOCUS (DF): A divine focus component is an item of spiritual significance. The divine focus for a cleric or druid is a holy symbol appropriate to the character’s faith. For an evil cleric, the divine focus is an unholy symbol. The default divine focus for a druid is a sprig of mistletoe or some holly.
As mentioned, each spell is defined by a description of the effect it causes and a set of terms necessary for game play. The spell descriptions appear after the class spell lists. A summary reminder on spell format and terms appears prior to the spell descriptions, but the following provides more detail and information on spell terms.
CASTING TIME
Most spells take one round to cast. A spell that takes one round (CT 1) to cast comes into effect during the caster’s initiative turn for that round. Complex spells may take more time to cast, and such casting times are expressed in rounds (rd), minutes (min), hours (hr), turn (tn, equals 1 minute or 6 rounds), or days. For relative understanding of casting time, a round is 10 seconds.
Spells that take more than one round to cast come into effect during the caster’s initiative turn on the last round of the casting time for the spell.
For example, Cardom the Chromatic rolls a 6 for initiative and he acts third in that round after his fighting companion, Quinn, and the Ogre they are fighting. Cardom casts a spell with a casting time of one round. The spell takes effect that round. If Cardom chose to cast a spell with a casting time of two, then the spell would take effect in the next round of combat during Cardom’s turn for the next round. So, if Cardom acted first in the next round the spell would take effect then, but if he acted last, then it would take effect after all others had taken their action.
Most Castle Keepers make you announce at the beginning of the round whether you are going to cast a spell. If so, and you roll a low initiative roll, then you have a chance of being struck before the spell goes off. For those Castle Keepers who do not require announcement, some disallow any spell in the same round in which you were hit before your initiative turn. For Castle Keepers who do neither of the above, it would be more a situation of simultaneous swings with an enemy or some sort of environmental or magical effect situation disrupting the spell.
RANGE
A spell’s range is the maximum distance from the character that the spell’s effect can occur, as well as the maximum distance at which the character can designate the spell’s point of origin. The character aims a spell by making some choice about whom the spell is to affect or where the effect is to originate, depending on the type of spell. If any portion of the spell’s area extends beyond the range, that area is wasted.
Sometimes the range of a spell is listed as personal (affecting only the caster) or touch (the caster must touch a creature or object to affect it), as noted in the spell description. Many spells have a range expressed in feet. A few spells have an unlimited range, meaning their effects can reach anywhere on the plane of existence.
Some spells create or summon things rather than affecting things that are already present. The character must designate the location where these things are to appear, either by seeing it or defining it. Range determines how far away an effect can appear, but if the effect is mobile it can move without regard to the spell’s range.
TARGET OR AREA OF EFFECT
Spells that do not affect the caster personally generally have a target or affect a certain area. This part of a spell description defines the number of creatures, dimensions, volume, weight and so on that the spell affects, if it is not otherwise obvious from the spell’s description.
TARGETED SPELLS: Targeted spells are cast directly on creatures or objects, as defined by the spell itself. In most cases, the character must be able to see or touch the target, and the character must specifically choose that target. If the character casts a targeted spell on the wrong sort of target, the spell has no effect. If the target of a spell is the caster, the caster does not receive a saving throw, and spell resistance does not apply.
AREA SPELLS: Some spells affect an area. The character selects where the spell originates, but otherwise does not control which creatures or objects the spell will effect. Sometimes a spell describes a specially defined area, but usually an area falls into one of several categories:
Burst: The character selects the spell’s point of origin, and the spell bursts out from this point, affecting whatever it catches in its area.
Cone: The cone shoots away from the character in the direction the character designates, starting directly before the character and widening out as it goes, though some spells affect all creatures in an area rather than individual creatures.
Cylinder: The character selects the center of a horizontal circle as the spell’s point of origin; the spell shoots from the circle, filling a cylinder.
Emanation: Some spells have an area like a burst but the effect continues to radiate from the point of origin for the duration of the spell. Some spells affect objects within an area the caster selects, Some spells spread out like a burst, but can turn corners; the caster selects the point of origin, and the spell spreads out for a given distance in all directions.
OBSTACLES:
Some spell effects likes rays, bursts, and cones are affected by obstacles. The character must have a clear line of effect to any target that the character casts a spell upon or to any space in which the character wishes to create an effect. The character must have a clear line of effect to the point of origin of any spell the character casts. For bursts, cones, cylinders, and emanating spells, the spell only affects areas, creatures, or objects to which it has line of effect from its origin (a burst’s point, a cone’s starting point, a cylinder’s circle, or an emanating spell’s point of origin). An otherwise solid barrier with a hole of at least 1 square foot through it does not block a spell’s line of effect.
A caster aims a ray as if using a ranged weapon, though typically the character makes a ranged touch attack rather than a normal ranged attack. As with a ranged weapon, the character can fire into the dark or at an invisible creature and hope to hit something. The character doesn’t have to see the creature they are trying to hit, as the character does with a targeted spell. Intervening creatures and obstacles, however, can block the character’s line of sight or provide cover for the creature the character is aiming at. If a ray spell has a duration, the duration refers to the effect that the ray causes, not to the length of time the ray itself persists.
Bursts and cones spread out from a point of origin to a distance described in the spell. The effect can extend around corners and into areas that the caster cannot see. The caster must designate the point of origin for such an effect if the spell description does not specify one.
DURATION
Duration measures how long a spell’s effect lasts. 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. Some spells have a permanent duration, and some require the caster to concentrate in order to maintain the spell’s effect. A character can typically dismiss personal spells at will before the duration ends, or if the spell description so states. A spell that requires concentration is dismissible by its very nature.
Sometimes a spell lasts for a short time after the character ceases concentrating. In these cases, the spell effects continue for the stated length of time after the character stops concentrating. Otherwise, the character must concentrate to maintain the spell, but the character cannot maintain it for more than the stated duration in any event.
If a spell affects creatures directly, the effects travel with the subject 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 effects can be destroyed prior to their duration’s end. If the spell affects an area, then the spell stays with that area for the spell’s duration. Creatures become subject to the spell when they enter the area and become free of it when they leave. Certain spells last for a set duration, or until triggered.
SAVING THROW
Most harmful spells allow an affected creature to make a saving throw in order to avoid some or all of the spells effect. The spell description details whether the spell allows a saving throw, what type of saving throw is made and the effect of a successful save. If a spell does not include a saving throw entry, then assume no saving throw is allowed.
A creature that successfully saves against a spell without obvious physical effects feels a hostile force or a tingle, but cannot deduce the exact nature of the attack. Likewise, if a creature’s saving throw succeeds against a targeted spell, the caster senses that the spell has failed. The caster does not sense when creatures succeed at saving throws against effect and area spells.
SAVING THROW CHALLENGE LEVEL: a spell’s challenge level is always equal to its caster’s level unless specified otherwise.
NEGATES: this term means that the spell has no effect on an affected creature that makes a successful saving throw.
PARTIAL: the spell causes an effect on its subject, but a successful saving throw means some lesser effect occurs.
HALF: the spell deals damage, and a successful saving throw halves the damage taken (round down).
NONE: no saving throw is allowed.
DISBELIEF: a successful save lets the subject ignore the effect.
OBJECT: the spell can be cast on objects, which receive saving throws only if they are magical or if the spell specifies otherwise.
HARMLESS: a parenthetical (h) indicates a harmless spell. The spell is usually not harmful, but a targeted creature can attempt a saving throw if it wishes.
VOLUNTARILY GIVING UP A SAVING THROW: a creature can voluntarily forego a saving throw and willingly accept a spell’s result. Even a character with a special resistance to magic can suppress this if he or she wants to.
ITEMS SURVIVING AFTER A SAVING THROW: sometimes a spell specifies whether items in the area of effect for the spell are potentially damaged. These items are required to make a saving throw or are destroyed. SPELL RESISTANCE
Spell resistance is a special defensive ability. A defender’s spell resistance is like an armor class against magical attacks. All creatures have a minimum SR of one.
If a spell is being resisted by a defender with spell resistance, the caster of the spell must roll a d20. The result of that d20 roll must be equal to or greater than the spell resistance of the target for the spell to take effect. The spell resistance line and/ or the descriptive text of a spell description explains whether or not the spell resistance applies, as some spells are not affected by a target creature’s spell resistance.
Spell resistance applies even if a given spell also allows the target creature a saving throw. The effects of spell resistance, if any, are applied first, and then the creature may also make a saving throw. In most cases, spell resistance applies only when a resistant creature is targeted by the spell, not when a resistant creature encounters a spell that is already in place, such as a wall of iron.
The terms ‘object’ and ‘harmless’ mean the same thing for saving throws. A creature with spell resistance must voluntarily drop the resistance in order to receive the effects of a spell noted as ‘harmless’ without the check described above. If a spell does not include a spell resistance entry, then assume no spell resistance check is allowed.
COMPONENTS
A spell’s components line includes abbreviations for the components required to cast the spell. Spells can have verbal (V), somatic (S), material (M), focus (F), divine focus (DF) components, any combination thereof, or any other special components. If the components line includes F/DF or M/DF, the arcane version of the spell has a focus component or a material component and the divine version has a divine focus component. If the necessary components are not used, the casting fails. If a material component, focus or define focus has a gold piece cost, the cost is listed; otherwise the character can assume that the actual materials involved have no significant monetary value, unless the Castle Keeper rules otherwise. Material components are always consumed during the casting of a spell; a focus or divine focus is not. If a special focus or divine focus is required, it is unique to the spell and cannot be used as the focus for other spells.
VERBAL (V): A verbal component is a spoken incantation. To provide a verbal component, the character must be able to speak in a strong voice. A silence spell or a gag spoils the incantation.
SOMATIC (S): A somatic component is a measured and precise movement of the hand or some other part of the body. The character must have at least one hand free to provide a somatic component.
MATERIAL (M): A material component is a physical substance or object that focuses a spell casters energies during casting process. The component is generally destroyed in the process of casting the spell.
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 specific price is listed.
DIVINE FOCUS (DF): A divine focus component is an item of spiritual significance. The divine focus for a cleric or druid is a holy symbol appropriate to the character’s faith. For an evil cleric, the divine focus is an unholy symbol. The default divine focus for a druid is a sprig of mistletoe or some holly.