Magic
Clerics and Mages cast spells. The app knows each spell's range, area, roll and cost, works out the attack bonus and save DC, and keeps track of spell slots.
- For everyone
How to use it
- Choose cantrips and spells in the character creator.
- In play, tap SPELL and choose one. Spells you can't cast now say why.
Step by step
- Choose a spell.
- Choose a target, or aim an area.
- Roll the spell attack, or the targets roll their saves.
- Roll the damage or healing. The slot is spent and the result applied.
Spellcasting Ability
- Clerics cast with Wisdom; Mages cast with Intelligence.
- Fighters and Rogues don't cast spells.
Spell Attacks and Save DCs Rules Detail
- Spell attack bonus = the proficiency bonus + the spellcasting modifier.
- Spell save DC = 8 + the proficiency bonus + the spellcasting modifier.
- A save spell that allows it deals half damage on a successful save; otherwise a success avoids it.
Cantrips and Spells Known Rules Detail
- Cantrips cost nothing to cast. A caster knows 3 at level 1, 4 from level 4 and 5 from level 10.
- Other spells: the spellcasting modifier + the character's level, at least 1.
- A spell must be on the class's list and of a spell level the character has reached.
Spell Slots Rules Detail
- Casting a spell that isn't a cantrip uses a spell slot.
- In play every levelled spell draws on the character's 1st-level slots: 2 at level 1, 3 at level 2, 4 from level 3.
- With no slots left, those spells are greyed out with the reason.
- A long rest restores every slot.
Concentration Rules Detail
- A caster hurt while concentrating makes a Constitution save, DC 10 or half the damage, whichever is higher, or the spell ends.
- A player rolls that save; the GM's creatures roll it automatically.
- A caster concentrates on one effect at a time. Starting another ends the first.
Targets and Areas
- Each spell has a range: touch, self or a distance in feet.
- Area spells preview the squares they cover. Burning Hands is a 15-ft cone; Sleep and Fireball cover a 20-ft radius.
- Monsters in an area roll their saves automatically. Player characters are only affected by a save spell aimed at them.
- Sleep rolls a pool of hit points and puts creatures to sleep, weakest first, while the pool covers them.
Detect Magic and Detect Evil
- They sense within 30 ft, through doors and walls.
- Detect Evil finds fiends, undead and evil creatures. Detect Magic finds spellcasters, magical objects and containers holding magic items.
- Only the caster's player and the GM learn what was found.
The Built-in Spells
- Mage cantrips: Fire Bolt (1d10 fire, spell attack), Ray of Frost (1d8 cold, spell attack), Mage Hand, Light.
- Cleric cantrips: Sacred Flame (1d8 radiant, Dexterity save), Guidance, Light, Spare the Dying.
- Mage spells: Magic Missile (3d4 + 3 force, never misses), Burning Hands (3d6 fire, Dexterity save for half), Sleep, Shield, Detect Magic, Hold Person, Fireball (8d6 fire, Dexterity save for half).
- Cleric spells: Cure Wounds (1d8 + modifier healing), Healing Word (1d4 + modifier healing), Bless, Guiding Bolt (4d6 radiant, spell attack), Detect Magic, Detect Evil, Hold Person, Revivify.
Effects the GM Applies GM Details
- Some spells roll nothing: Bless, Guidance, Shield, Light, Mage Hand, Spare the Dying and Revivify. Casting one pays its cost and logs it; the GM applies what it does.
- Ray of Frost's slowing and the follow-up from Guiding Bolt are also the GM's to apply.
- Hold Person's repeated save each turn can be tracked as a timed effect with a save.
From the ruleset data
Spell slots by character level
| Level | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
|---|---|---|---|---|---|---|---|---|---|
| 1 | 2 | — | — | — | — | — | — | — | — |
| 2 | 3 | — | — | — | — | — | — | — | — |
| 3 | 4 | 2 | — | — | — | — | — | — | — |
| 4 | 4 | 3 | — | — | — | — | — | — | — |
| 5 | 4 | 3 | 2 | — | — | — | — | — | — |
| 6 | 4 | 3 | 3 | — | — | — | — | — | — |
| 7 | 4 | 3 | 3 | 1 | — | — | — | — | — |
| 8 | 4 | 3 | 3 | 2 | — | — | — | — | — |
| 9 | 4 | 3 | 3 | 3 | 1 | — | — | — | — |
| 10 | 4 | 3 | 3 | 3 | 2 | — | — | — | — |
| 11 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
| 12 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
| 13 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
| 14 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
| 15 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
| 16 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
| 17 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
| 18 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
| 19 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
| 20 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
Built-in spells
- Fire Bolt · Cantrip · Evocation
- Guidance · Cantrip · Divination
- Light · Cantrip · Evocation
- Mage Hand · Cantrip · Conjuration
- Ray of Frost · Cantrip · Evocation
- Sacred Flame · Cantrip · Evocation
- Spare the Dying · Cantrip · Necromancy
- Bless · Level 1 · Enchantment
- Burning Hands · Level 1 · Evocation
- Cure Wounds · Level 1 · Evocation
- Detect Evil · Level 1 · Divination
- Detect Magic · Level 1 · Divination
- Guiding Bolt · Level 1 · Evocation
- Healing Word · Level 1 · Evocation
- Magic Missile · Level 1 · Evocation
- Shield · Level 1 · Abjuration
- Sleep · Level 1 · Enchantment
- Hold Person · Level 2 · Enchantment
- Fireball · Level 3 · Evocation
- Revivify · Level 3 · Necromancy
Important rules
- Cantrips are free; other spells use a slot.
- Spell save DC = 8 + proficiency bonus + spellcasting modifier.
- A caster hurt while concentrating makes a Constitution save, DC 10 or half the damage, whichever is higher, or the spell ends.
Common questions
Why is my spell greyed out?
It says why: no spell slots left, or a level requirement.
How do I get my slots back?
Take a long rest.
Fantasy RPG rules · ruleset version 1 · Game Master 1.0.0 (in development)