TfV 5e'14 - Spellcasting
Spellcasting makes up a vital component in 5e'14 and is a core pillar in the world of Vaxus. Though much has changed in regards to the lore and organization of spellcasting when using the Tales from Vaxus Campaign Setting, the fundamental mechanics of 5e'14 spellcasting has been kept the same. Spells featured in TfV 5e'14 have been reworked to exclude mechanics and nuances of the Forgotten Realms in order to reflect Vaxus and immerse players into its lore.
Utilizing 5e'14 balance and spell list changes from community-respected 3rd-party creators such as KibblesTasty, somanyrobots, and Omega Ankh, many spells have been rebalanced and renamed along with hundreds of added new spells from the creators listed above (as well as spells from TfV itself). For fundamental mechanics that have been heavily reflavored (such as Forgotten Realm's Planes of Existence into Tales from Vaxus' Dimensions and Realms), such changes are not standalone tweaks but rather reflect system-wide changes made for the TfV Campaign Setting itself, which are explained in their related articles.
Table of Contents:
- Areas of Magic
- What is a Spell?
- Casting a Spell
- Other Rules
The Rules of Magic in Vaxus
Magic permeates the world of Olum in a variety of ways. The following sections detail just how this magic can be used by characters when playing using Tales from Vaxus 5e'14.
Magic in Vaxus
Magic exists due to the interplay between Law and Chaos. Imagine Chaos as paint, and Law as the brush. Chaos is the material of creation, with Law being its driving force. Both work in tandem with each other to create works of Creation. This is where magic begins in Vaxus. Magic is the shaping of Aspects (the properties of Chaos) through the direction of Law, with Law being further split into many different areas of influence that help govern the whole of creation. These areas of influence can be interacted with using different types of magic, with the type of magic used hinting at the overall nature of an area.
Given enough time and study, one can uncover the underlying logic that governs magic in Vaxus. Mysteries still exist however, for though magic is inherently logical in the world, it is also inherently spontaneous, with even the fundamental laws being subject to tweaks, changes, or even new additions. Indeed, Vaxus is just one solar system in a universe of possibilities...some of which have already shaped the world and some that yet seek to change it further.
Areas of Magic
Below are subsections that detail the Types of Magic found in Olum and their lore implications followed by the Studies of Magic (formerly known as Schools in the official version of 5e'14) that are used when categorizing spells for use in gameplay.
The Five Recognized Types of Magic
The following types of magic are the most widely known ways spells are casted in Vaxus:
Aspetheurgy
Arranges Aspects (which are metaphysical representations of the properties of matter that exist within the Aspectual Realm) through the use of systematic rules called Formulas in order to cause certain supernatural effects to occur as determined by Olum's Law. Flux is used to empower aspects to change in accordance with the formula, as well as a little of the caster's own blood. A creature who primarily uses Aspetheurgy to cast spells is called an Aspetheurgist, with the Inventor, Mage, and Spellblade classes being known for using this type of magic extensively.
Sorcery
Taps into Ley Lines (set expressions) that channel aspects throughout the Wilds all across the world, with those who are connected to the ley lines being able to cast spells as principled using only their blood. Known to overlap with Whispering when used to recreate large-scale natural phenomena. A creature who primarily uses Sorcery to cast spells is called a Sorcerer, with the Sorcerer class being known for using this type of magic extensively.
Whispering
A mysterious form of magic tied to spirits that few understand. Used to commune with the Spiritual Realm and can be used when mimicking natural local and large-scale phenomena. A creature who primarily uses Whispering to cast spells is called a Whisperer, with the Occultist, and Whisperer classes being known for using this type of magic extensively.
High Magic
Highly advanced formulas beyond current understanding often sourced from the long-forgotten Age of Magic in the form of Relics. May also come from esoteric Miracles, which are sourced from the recorded words, fragments of language, and memories of Diamonds and provide divine forms of healing and protection. A creature who primarily uses High Magic to cast spells is called a Cryptarch, with the Curate and Paladin classes being known for using this type of magic extensively.
Auramancy
An ability that bends the soul energy of a creature through the spiritual actualization of a person's soul. Requires immense inner strength and self-actualization and is represented by five tiers of power, with only a handful of creatures in the world achieving Tier 5 (Demigod). A person who has unlocked Auramancy within themselves is called an Auramancer.
Unofficial Types of Magic
The following types of magic are lesser-known ways spells or spell-like abilities are casted in the world of Olum:
Dream Magic
Some claim to have received visions of new forms of magic or spells from entities beyond the mortal realm. Those who utilize the spells learned from such dreams are known as a Dreamwalker, with the Vessel class being known for using this type of magic extensively.
Altered Law
Certain deities, if powerful enough, may attempt to alter the fundamental Laws of Olum in order to change how aspects and formulas function, creating their own version of Olum's Law. A creature must possess the capability to channel magic using this altered Law before they are able to use magic associated with it. Some theorize that Whispering and Essence may be instances of altered Law that have fundamentally changed how magic operates in some way, though the same could be said of the Wilds (though perhaps to a lesser extent), especially those ruled by the enigmatic Wild Kingdoms.
Known Type of Altered Law
- Essence. A mystical type of connection magic that Draelish can use innately. Tends towards expressions of volatility and the use of natural energies and esoteric understandings found throughout the world. Though all Draelish can channel Essence, those who are particularly skilled doing so are known as Duumarel.
Studies of Magic
Aspetheurgists have grouped spells into eight categories called studies of magic. Scholars, particularly mages, apply these categories to all spells, believing that all magic functions in essentially the same way, whether it derives from rigorous study or is bestowed via a connection to a higher entity.
The studies of magic help describe spells; they have no rules of their own, although some rules refer to the studies.
- Abjuration (also known as Restraint) spells are protective in nature, though some of them have aggressive uses. They create supernatural barriers, negate harmful effects, harm trespassers, or banish creatures to their respective dimension or realm.
- Conjuration (also known as Connection) spells involve the transportation of objects and creatures from one location to another. Some spells summon creatures or objects to the caster's side, whereas others allow the caster to teleport to another location. Some conjurations create objects or effects out of nothing using echoes pulled from Limbo.
- Divination (also known as Omen) spells reveal information, whether in the form of secrets long forgotten, glimpses of the future, the locations of hidden things, the truth behind illusions, or visions of distant people or places.
- Enchantment (also known as Emotion) spells affect the minds of others, influencing or controlling their behavior. Such spells can make enemies see the caster as a friend, force creatures to take a course of action, or even control another creature like a puppet.
- Evocation (also known as Power) spells manipulate supernatural energy to produce a desired effect. Some call up blasts of fire or lightning. Others channel positive energy to heal wounds.
- Illusion (also known as Lie) spells deceive the senses or minds of others. They cause people to see things that are not there, to miss things that are there, to hear phantom noises, or to remember things that never happened. Some illusions create phantom images that any creature can see, but the most insidious illusions plant an image directly in the mind of a creature.
- Necromancy (also known as Mortality) spells manipulate the energies of life and death. Such spells can grant an extra reserve of life force, drain the life energy from another creature, create the undead, or even bring the dead back to life.
- Creating the undead is often seen as a fearful or even vile violation of life. Though most undead are just corpses puppeteered by spirits, those that raise true undead threaten to distort their very soul and are universally derided as evil. However, spellcasters in Olum rarely have access to this level of magic and simply settle for making pacts with spirits or explore other ways of creating a verisimilitude of life.
- Transmutation (also known as Creation) spells change the properties of a creature, object, or environment. They might turn an enemy into a harmless creature, bolster the strength of an ally, make an object move at the caster's command, or enhance a creature's innate healing abilities to rapidly recover from injury.
What Is a Spell?
This section provides the rules for casting spells in TfV 5e'14. Different character classes have distinctive ways of learning and preparing their spells, with other creatures using spells or spell-like abilities in unique ways. Regardless of its source, a spell follows the rules found herein.
A spell is a discrete supernatural effect, a single shaping of the magical energies that suffuse the system of Vaxus into a specific, limited expression. In casting a spell, a character arranges the formula used in casting the spell, either by writing it out, picturing it within their mind, or borrowing the formulas from another source (such as the Ley Lines or a Miracle). They must then empower the spell (usually with flux and a bit of blood, but casters can also draw upon the Ley Lines themselves or another source of power) for the spell to take effect. Casters who prepare such spells in advance can cast them in the span of a few seconds, whereas more complex forms of magic may take longer (or more energy) to prepare.
Spells can be versatile tools, weapons, or protective wards. They can deal damage or undo it, impose or remove conditions, drain life energy away, and restore life to the dead. Though most spellcasters in Olum can only modify existing aspects in objects, more advanced spellcasters can seemingly draw aspects out of thin air and apply it to temporary forms, with auramancers being the only ones to have the ability to directly shape or target a creature with their spells due to their ability to manipulate auras.
Uncounted thousands of spells have been created over the course of the world's history, with many of them now long forgotten. Some might yet lie recorded in crumbling spellbooks hidden in ancient ruins or preserved in echoes. Or they might someday be reinvented by a character who has amassed enough power and wisdom to do so. Those that set their sights on having their own spell added to the world's list of spells can do so by creating their own Tower through the use of the Stronghold system.
Spell Level
Every spell has a level from 0 to 9. A spell's level is a general indicator of how powerful it is, with the lowly (but still impressive) Magic Missile at 1st level and the earth-shaking Shard of the Demispell at 9th.
Cantrips (simple but powerful spells that characters can cast almost by rote and scale depending on a character's level) are level 0. A cantrip is a spell that can be cast at will, without using a spell slot and without being prepared in advance. Repeated practice has fixed the spell in the caster's mind and infused the caster with the magic needed to produce the effect over and over. A cantrip's spell level is 0.
Leveled Spells (powerful spells that characters learn over time and scale depending on the spell slot used) occupy levels 1-9. The higher a spell's level, the higher level a spellcaster must be to use that spell. Spell level and character level don't correspond directly. Typically, a character has to be at least 17th level, not 9th level, to cast a 9th-level spell.
Known and Prepared Spells
Before a spellcaster can use a spell, he or she must have the spell firmly fixed in mind, or must have access to the spell in a magic item. Members of a few classes, including Ashiks and Sorcerers, have a limited list of spells they know that are always fixed in mind. The same thing is true of many magic-using monsters. Other spellcasters, such as Curates and Mages, undergo a process of preparing spells. This process varies for different classes, as detailed in their descriptions.
In every case, the number of spells a caster can have fixed in mind at any given time depends on the character's level.
Spell Slots
Regardless of how many spells a caster knows or prepares, he or she can cast only a limited number of spells before resting. Manipulating the fabric of magic and channeling its energy into even a simple spell is physically and mentally taxing, and higher-level spells are even more so. Thus, each spellcasting class's description (except that of the Vessel) includes a table showing how many spell slots of each spell level a character can use at each character level. For example, the 3rd-level mage Kirin has four 1st-level spell slots and two 2nd-level slots.
When a character casts a spell, he or she expends a slot of that spell's level or higher, effectively "filling" a slot with the spell. You can think of a spell slot as a groove of a certain size--small for a 1st-level slot, larger for a spell of higher level. A 1st-level spell fits into a slot of any size, but a 9th-level spell fits only in a 9th-level slot. So when Kirin casts magic missile, a 1st-level spell, she spends one of her four 1st-level slots and has three remaining.
Finishing a long rest restores any expended spell slots, but in a few cases, like with the Vessel class, finishing a short rest can also restore expended spell slots. In these cases it will be explicitly stated when spells can be restored by finishing a short rest.
Some characters and monsters have special abilities that let them cast spells without using spell slots. For example, a Monk who follows the Way of the Four Elements, a Vessel who chooses certain eldritch invocations, and a pit fiend from the Nine Hells can all cast spells in such a way.
Casting a Spell at a Higher Level
When a spellcaster casts a spell using a slot that is of a higher level than the spell, the spell assumes the higher level for that casting. For instance, if Umara casts magic missile using one of her 2nd-level slots, that magic missile is 2nd level.
Effectively, the spell expands to fill the slot it is put into.
Some spells, such as magic missile and cure wounds, have more powerful effects when cast at a higher level, as detailed in a spell's description.
Ritual Spells
Certain spells have a special tag: Ritual. Such a spell can be cast following the normal rules for spellcasting where a spell slot is consumed or the spell can be cast as a ritual. The ritual version of a spell takes 10 minutes longer to cast than normal. It also doesn't expend a spell slot, which means the ritual version of a spell can't be cast at a higher level.
To cast a spell as a ritual, a spellcaster must have a feature that grants the ability to do so. The Curate and the Whisperer, for example, have such a feature. The caster must also have the spell prepared or on his or her list of spells known, unless the character's ritual feature specifies otherwise, as the Mage's does.
Casting a Spell
When a character casts any spell, the same basic rules are followed, regardless of the character's class or the spell's effects.
Each spell description begins with a block of information, including the spell's name, level, study of magic, casting time, range, components, and duration. The rest of a spell entry describes the spell's effect.
Sections:
- Casting Time
- Range
- Components
- Duration
- Targets
- Areas of Effect
- Saving Throws
- Attack Rolls
- Combining Spell Effects
Casting Time
Most spells require a single action to cast, but some spells require a bonus action, a reaction, or much more time to cast.
- Casting in Armor. Because of the mental focus and precise gestures required for spellcasting, you must be proficient with the armor you are wearing to cast a spell. You are otherwise too distracted and physically hampered by your armor for spellcasting.
Action
If a spellcaster uses their action to cast a spell on their turn, they cannot cast another spell on their turn even if that spell can normally be casted using a bonus action. This rule applies even if the caster would gain an additional action for that turn, such as through a Fighter's Action Surge. You can however cast two different cantrips during the same turn if you can cast a cantrip that uses 1 bonus action and another cantrip that uses 1 action.
- Magic Items. If a character uses a wand or other magic item to cast a spell, the casting of the spell from the item still counts as if the character has casted the spell for the purposes of the rules herein.
Bonus Action
A spell cast with a bonus action is especially swift. You must use a bonus action on your turn to cast the spell, provided that you haven't already taken a bonus action this turn. You can't cast another spell during the same turn, except for a cantrip with a casting time of 1 action.
Reactions
Some spells can be cast as reactions. These spells take a fraction of a second to bring about and are cast in response to some event. If a spell can be cast as a reaction, the spell description tells you exactly when you can do so (such as the spell Hellish Rebuke requiring the caster to take damage by a creature within 60 feet of them that they can see).
Longer Casting Times
Certain spells (including spells cast as rituals) require more time to cast: minutes or even hours. When you cast a spell with a casting time longer than a single action or reaction, you must spend your action each turn casting the spell, and you must maintain your concentration while you do so. If your concentration is broken, the spell fails, but you don't expend a spell slot. If you want to try casting the spell again, you must start over.
Readying a Spell
When you ready a spell, you cast it as normal but hold its energy, which you release with your reaction when the trigger occurs. Readying a spell requires setting a trigger, with an example being when an enemy rounds a corner or as soon as Kirin starts her turn. To be readied, a spell must have a casting time of 1 action or 1 bonus action and can be a cantrip or a leveled spell. Holding onto the spell's magic requires concentration but doesn't consume the spell slot until the spell is casted. If your concentration is broken, the spell dissipates without taking effect. For example, if you are concentrating on the Web spell and ready Magic Missile, your Web spell ends, but if you take damage before you release Magic Missile with your reaction, your concentration might be broken.
Range
The target of a spell must be within the spell’s range. For a spell like Magic Missile, the target is a creature. For a spell like Fireblast, the target is the point in space where the ball of fire erupts.
Most spells have ranges expressed in feet. Some spells can target only a creature (including you) that you touch. Other spells, such as the Deflect spell, affect only you. These spells have a range of self.
Spells that create cones or lines of effect that originate from you also have a range of self, indicating that the origin point of the spell’s effect must be you (see “Areas of Effect” below).
Once a spell is cast, its effects aren’t limited by its range, unless the spell’s description says otherwise.
Components
A spell’s components are the physical requirements you must meet in order to cast it. Each spell’s description indicates whether it requires verbal (V), somatic (S), or material (M) components. If you can’t provide one or more of a spell’s components, you are unable to cast the spell.
Verbal (V)
Most spells require the chanting of mystic words. The words themselves aren’t the source of the spell’s power; rather, the particular combination of sounds, with specific pitch and resonance, carries with them a cultural or genetic impression of the formula used in casting the spell. Thus, a character who is gagged or in an area of silence, such as one created by the Silence spell, can’t cast a spell with a verbal component.
Somatic (S)
Spellcasting gestures might include a forceful gesticulation or an intricate set of gestures. If a spell requires a somatic component, the caster must have free use of at least one hand to perform these gestures. A hand that is carrying an item, wielding a weapon, or is otherwise engaged in some activity that requires all of its function cannot be used to cast a spell with a somatic component.
Material (M)
Casting some spells requires particular objects, specified in parentheses in the component entry. A character can use a spellcasting focus (see below) in place of the components specified for a spell, otherwise, they must collect the materials first before they are able to cast the spell. Any material component that has a cost must meet or exceed the value given before it can be used to cast the spell.
If a spell states that a material component is consumed by the spell, the caster must provide this component for each casting of the spell.
A spellcaster must have a hand free to access a spell’s material components—or to hold a spellcasting focus—but it can be the same hand that he or she uses to perform somatic components. If a spellcaster does not have a free Object Interaction available to access their material component, they cannot cast the spell.
Component Pouch
- Typically, a spellcaster would have a special pouch or satchel made to carry their material components needed for Spellcasting all in one place, with any components stored not counting towards their overall carrying capacity. However, a spellcaster would still have to have a free hand in order to perform an Object Interaction for collecting or swapping out the components needed for the casting of the spell. Note that the pouch doesn’t automatically carry the spell’s individual material components, requiring the spellcaster to collect, craft, or purchase them before the start of the adventuring day.
Spellcasting Focus
- If a spell requires a material component, you can use an Arcane or Divine Focus instead of a Component Pouch in order to cast the spell, allowing you to cast spells without having to collect the exact materials listed. A free hand is needed to hold the Spellcasting Focus in order to use it, otherwise, the spellcaster can use an Object Interaction to retrieve a focus that is on their person (but not within a backpack). If the material component has a monetary value or is to be consumed upon completion of the spell, for example a gem worth at least 100gp, then that specific material is still needed.
Duration
A spell’s duration is the length of time the spell persists. A duration can be expressed in rounds, minutes, hours, or even years. Some spells specify that their effects last until the spells are dispelled or destroyed.
Instantaneous
Many spells are instantaneous. The spell harms, heals, creates, or alters a creature or an object in a way that can’t be dispelled, because its magic exists only for an instant.
Concentration
Some spells require you to maintain concentration in order to keep their magic active. If you lose concentration, such a spell ends.
If a spell must be maintained with concentration, that fact appears in its Duration entry, and the spell specifies how long you can concentrate on it. You can end concentration at any time (no action required).
Normal activity, such as moving and attacking, doesn’t interfere with concentration. The following factors can break concentration:
- Casting another spell that requires concentration. You lose concentration on a spell if you cast another spell that requires concentration. You can’t concentrate on two spells at once.
- Taking damage. Whenever you take damage while you are concentrating on a spell, you must make a Constitution saving throw to maintain your concentration. The DC equals 10 or half the damage you take, whichever number is higher. If you take damage from multiple sources, such as an arrow and a dragon’s breath, you make a separate saving throw for each source of damage.
- Being incapacitated or killed. You lose concentration on a spell if you are incapacitated or if you die.
The GM might also decide that certain environmental phenomena, such as a wave crashing over you while you’re on a storm-tossed ship, require you to succeed on a DC 10 Constitution saving throw to maintain concentration on a spell.
Targets
A typical spell requires you to pick one or more targets to be affected by the spell’s magic. A spell’s description tells you whether the spell targets creatures, objects, or a point of origin for an area of effect (described below).
Unless a spell has a perceptible effect, a creature might not know it was targeted by a spell at all. An effect like crackling lightning is obvious, but a more subtle effect, such as an attempt to read a creature’s thoughts, typically goes unnoticed, unless a spell says otherwise.
A Clear Path to the Target
To target something, you must have a clear path to it, so it can’t be behind total cover.
If you place an area of effect at a point that you can’t see and an obstruction, such as a wall, is between you and that point, the point of origin comes into being on the near side of that obstruction.
Targeting Yourself
If a spell targets a creature of your choice, you can choose yourself, unless the creature must be hostile or specifically a creature other than you. If you are in the area of effect of a spell you cast, you can target yourself.
Crossing into Other Realms
Casting a spell typically only hits targets within the same realm as you. If you cast a spell when you are in the Physical Realm, you cannot also hit a target that is within the Aspectual or Spiritual Realm unless that spell (such as the Dimension Cutter spell) or another supernatural effect explicitly states that it does so.
Areas of Effect
Spells such as Cone of Flame and Cone of Cold cover an area, allowing them to affect multiple creatures at once.
A spell’s description specifies its area of effect, which typically has one of five different shapes: cone, cube, cylinder, line, or sphere. Every area of effect has a point of origin, a location from which the spell’s energy erupts. The rules for each shape specify how you position its point of origin. Typically, a point of origin is a point in space, but some spells have an area whose origin is a creature or an object.
A spell’s effect expands in straight lines from the point of origin. If no unblocked straight line extends from the point of origin to a location within the area of effect, that location isn’t included in the spell’s area. To block one of these imaginary lines, an obstruction must provide total cover.
Cone
- A cone extends in a direction you choose from its point of origin. A cone’s width at a given point along its length is equal to that point’s distance from the point of origin. A cone’s area of effect specifies its maximum length.
- A cone’s point of origin is not included in the cone’s area of effect, unless you decide otherwise.
Cube
- You select a cube’s point of origin, which lies anywhere on a face of the cubic effect. The cube’s size is expressed as the length of each side.
- A cube’s point of origin is not included in the cube’s area of effect, unless you decide otherwise.
Cylinder
- A cylinder’s point of origin is the center of a circle of a particular radius, as given in the spell description. The circle must either be on the ground or at the height of the spell effect. The energy in a cylinder expands in straight lines from the point of origin to the perimeter of the circle, forming the base of the cylinder. The spell’s effect then shoots up from the base or down from the top, to a distance equal to the height of the cylinder.
- A cylinder’s point of origin is included in the cylinder’s area of effect.
Line
- A line extends from its point of origin in a straight path up to its length and covers an area defined by its width.
- A line’s point of origin is not included in the line’s area of effect, unless you decide otherwise.
Sphere
- You select a sphere’s point of origin, and the sphere extends outward from that point. The sphere’s size is expressed as a radius in feet that extends from the point.
- A sphere’s point of origin is included in the sphere’s area of effect.
Saving Throws
Many spells specify that a target can make a saving throw to avoid some or all of a spell’s effects. The spell specifies the ability that the target uses for the save and what happens on a success or failure.
The DC to resist one of your spells equals 8 + your spellcasting ability modifier + your proficiency bonus + any special modifiers.
Attack Rolls
Some spells require the caster to make an attack roll to determine whether the spell effect hits the intended target. Your attack bonus with a spell attack equals your spellcasting ability modifier + your proficiency bonus.
Most spells that require attack rolls involve ranged attacks. Remember that you have disadvantage on a ranged attack roll if you are within 5 feet of a hostile creature that can see you and that isn’t incapacitated.
Combining Spell Effects
The effects of different spells add together while the durations of those spells overlap. The effects of the same spell cast multiple times don’t combine, however. Instead, the most potent effect—such as the highest bonus—from those castings applies while their durations overlap.
For example, if two Curates cast the Bless spell on the same target, that character gains the spell’s benefit only once; he or she doesn’t get to roll two bonus dice.
Other Rules
Below are rules that fall under the Spellcasting article but represent their own distinct mechanics.
Spell Scrolls
A spell scroll bears the words of a single spell, written in a mystical cipher. If the spell is on your class’s spell list, you can read the scroll and cast its spell without providing any material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell’s normal casting time. Once the spell is cast, the words on the scroll fade, and it crumbles to dust. If the casting is interrupted, the scroll is not lost.
If the spell is on your class’s spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC equals 10 + the spell’s level. On a failed check, the spell disappears from the scroll with no other effect.
The level of the spell on the scroll determines the spell’s saving throw DC and attack bonus, as well as the scroll’s rarity, as shown in the Spell Scroll table below.
Spell Level | Rarity | Save DC | Attack Bonus |
---|---|---|---|
Cantrip | Common | 13 | +5 |
1st level | Common | 13 | +5 |
2nd level | Uncommon | 13 | +5 |
3rd level | Uncommon | 15 | +7 |
4th level | Rare | 15 | +7 |
5th level | Rare | 17 | +9 |
6th level | Very Rare | 17 | +9 |
7th level | Very Rare | 18 | +10 |
8th level | Very Rare | 18 | +10 |
9th level | Legendary | 19 | +11 |
A Mage spell on a spell scroll can be copied just as spells in spellbooks can be copied. When a spell is copied from a spell scroll, the copier must succeed on an Intelligence (Arcana) check with a DC equal to 10 + the spell’s level. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed.
Spell Variants
Spell Variants are a new mechanic introduced in TfV 5e'14 that builds upon existing spells and reintroduces them in an evolved form, with characters learning a spell's variant by achieving certain prerequisites such as gaining levels in Auramancy or by building a Tower.
Though spell variants do not need to be learned separately from their original spell (since they represent a tweaked casting of the existing spell instead of a whole new formula), many of them have other limitations that stop them from being casted as frequently as their original form due to their experimental nature. The Zenith spell is one such example that features a powerful, but more limited, Spell Variant.
Reflavoring Spells
Spell can be reflavored in 5e'14 in order to better reflect a player's chosen theme for their character or to make a spell shared among multiple party members more distinctive for each character. The key to reflavoring any spell is to weave the descriptive portions throughout the mechanical parts in a concise manner. Too large of a description and it becomes unwieldy, while too short of a description strips the spell of its identity and charm.
The following image showcases the different parts of a spell and how it can be tweaked using various methods to produce multiple reflavorings using the same spell:
Image from Word goes here.
List of example spell and its reflavorings goes here.
Spell Lists
Click here to navigate to the Spell Lists article that lists spells under class, magic type, and other categories.
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