Magic Overview
Sections:
.Special terms
.Abilities and spellcasters
.Casting a spell
..Casting Time
..Range
..Aiming a Spell
..Saving Throw
..Spell Resistance
..The Spell's Result
..Duration
..Components
..Concentration
..Counterspells
..Caster Level
..Spell failure
..Special Spell Effects
..Combining Magical Effects
.Spell Format
Tables:
.Bonus Spells
.Items Affected by Magical Attacks
Magic Overview
This material is Open Game Content, and is licensed for public use under the terms of the Open Game License v1.0a.


Special terms

Abilities and spellcasters

Each spellcasting class has spellcasting capability tied to a specific Ability, as described by that class. If a character's score in that ability is 9 or lower, the character can't cast spells tied to that ability.
Bonus Spells
Bonus Spells (by Spell Level)
Score 0 1 2 3 4 5 6 7 8 9
1 Can't cast spells tied to this ability
2-3 Can't cast spells tied to this ability
4-5 Can't cast spells tied to this ability
6-7 Can't cast spells tied to this ability
8-9 Can't cast spells tied to this ability
10-11 - - - - - - - - - -
12-13 - 1 - - - - - - - -
14-15 - 1 1 - - - - - - -
16-17 - 1 1 1 - - - - - -
18-19 - 1 1 1 1 - - - - -
20-21 - 2 1 1 1 1 - - - -
22-23 - 2 2 1 1 1 1 - - -
24-25 - 2 2 2 1 1 1 1 - -
26-27 - 2 2 2 2 1 1 1 1 -
28-29 - 3 2 2 2 2 1 1 1 1
30-31 - 3 3 2 2 2 2 1 1 1
32-33 - 3 3 3 2 2 2 2 1 1
34-35 - 3 3 3 3 2 2 2 2 1
36-37 - 4 3 3 3 3 2 2 2 2
38-39 - 4 4 3 3 3 3 2 2 2
40-41 - 4 4 4 3 3 3 3 2 2
42-43 - 4 4 4 4 3 3 3 3 2
44-45 - 5 4 4 4 4 3 3 3 3

Casting a spell

To cast a spell, the character must be able to speak (if the spell has a verbal component), gesture (if it has a somatic component), and manipulate the material components or focus (if any). Additionally, the character must concentrate to cast a spell. (See below for details.)
If a spell has multiple versions, the character chooses which version to use when the character casts it. The character doesn't have to prepare (or learn, in the case of a bard or sorcerer) a specific version of the spell.
Once the character has cast a prepared spell, the character can't cast it again until it is prepared again. (If the character has prepared multiple copies of a single spell, each copy can be cast only once.) If the character is a bard or sorcerer, casting a spell counts against the character's daily limit for spells of that level, but the character can cast the same spell again if the character hasn't reached his or her limit.

Casting Time

The character can cast a spell with a casting time of 1 action as a standard action.
A spell that takes 1 full round to cast is a full-round action. It comes into effect just before the beginning of the character's turn in the round after the character began casting the spell. The character then acts normally after the spell is completed. A spell that takes 1 minute to cast comes into effect just before the character's turn 1 minute later (and for each of those 10 rounds, the character is casting a spell as a full-round action).
The character must make all pertinent decisions about a spell (range, target, area, effect, version, etc.) when the character begins casting.

Range

A spell's range indicates how far from the character it can reach, as defined on the Range line of the spell description. 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. If any portion of the spell's area would extend beyond the range, that area is wasted. Standard ranges include:

Aiming a Spell

The character must make some choice about whom the spell is to affect or where the effect is to originate, depending on the type of spell.

Saving Throw

Most harmful spells allow an affected creature to make a saving throw to avoid some or all of the effect. The Saving Throw line in a spell description defines which type of saving throw the spell allows and describes how saving throws against the spell work.
If an item is not carried or worn and is not magical, it does not get a saving throw. It simply is dealt the appropriate damage.
Items Affected by Magical Attacks
Order*
Item
1st
Shield
2nd
Armor
3rd
Magic helmet
4th
Item in hand (including weapon, wand, etc.)
5th
Magic cloak
6th
Stowed or sheathed weapon
7th
Magic bracers
8th
Magic clothing
9th
Magic jewelry (including rings)
10th
Anything else
*In order of most likely to least likely to be affected.

Spell Resistance

Spell resistance is a special defensive ability. If the character's spell is being resisted by a creature with spell resistance, the character must make a caster level check (1d20 + caster level) at least equal to the creature's spell resistance rating for the spell to affect that creature.
The defender's spell resistance rating is like an AC against magical attacks.
The Spell Resistance line and descriptive text of a spell tell the character if spell resistance protects creatures from it. In many cases, SR applies only when a resistant creature is targeted by the spell, not when a resistant creature encounters a spell that is already in place.
The terms "Object" and "Harmless" mean the same thing as 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 caster level check described above.

The Spell's Result

Once the character knows which creatures (or objects or areas) are affected, and whether those creatures have made successful saving throws (if any), the character can apply whatever results a spell entails.
Many spells affect particular sorts of creatures. These terms, and terms like them, refer to specific creature types that are defined by these rules.

Duration

A spell's Duration line tells the character how long the magical energy of the spell lasts.

Components

A spell's Components line includes abbreviations that tell the character what type of components it has. Specifics for material, focus, and XP components are given at the end of the descriptive text. Usually the character doesn't worry about components, but when the character can't use a component for some reason or when a material or focus component is expensive, then they count.

Concentration

To cast a spell, the character must concentrate. If something interrupts the character's concentration while the character is casting, the character must make a Concentration check or lose the spell. The more distracting the interruption and the higher the level of the spell the character is trying to cast, the higher the DC is. If the character fails the check, the character loses the spell just as if the character had cast it to no effect.

Counterspells

It is possible to cast any spell as a counterspell. By doing so, the character is using the spell's energy to disrupt the casting of the same spell by another character. Counterspelling works even if one spell is divine and the other arcane.

Caster Level

A spell's power often depends on its caster level, which is generally equal to the character's class level.
The character can cast a spell at a lower caster level than normal, but the caster level must be high enough for the character to cast the spell in question, and all level-dependent features must be based on the same caster level.

Spell failure

If the character ever tries to cast a spell in conditions where the characteristics of the spell (range, area, etc.) cannot be made to conform, the casting fails and the spell is wasted.
Spells also fail if the character's concentration is broken and might fail if the character is wearing armor while casting a spell with somatic components.

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.

Combining Magical 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 the effect. Several other general rules apply when spells or magical effects operate in the same place:

Spell Format

Each spell description follows the same format. This section discusses that format and some of the fine points of how spells work.