Spell Effect (p. 278) #
Caster #
The caster is the character who used the spell.
When the effect specifies the caster as its range or target, the spell’s effects first manifest on the caster. After that, the effects of certain spells may spread beyond the caster.
Center point #
The center of the area affected by the spell, or a single point in space. For spells that have a center point, the caster can choose any place within range as that center point. After that, the spell affects an area like a sphere with a radius of some number of meters from the center point.
Certain spells may use the caster as their center point. This will be described as centered on the caster.
Range: X meters, Range: Reach, etc. #
The spell will affect a target within X meters of the caster.
When a spell has Range: Reach, the spell can only choose a target within reach of the caster. Normally, reach is 5 meters, but giant monsters may have a reach greater than that.
When a spell has Range: Touch, as a general rule, this also means it can only affect a target within 5 meters of the caster. However, unlike Range: Reach, the caster must physically touch the target with their hand.
Area: (Sphere, Circle, etc) X meters Radius #
These spells will affect an entire area and are either centered on the caster or centered on a point specified by the caster.
If there is no description like Target: All, the spell’s effects will be applied indiscriminately to all characters and objects within the area. In such cases, the caster cannot protect specific characters or objects in that area. Spells with areas like Straight, which target everything in a line up to X meters; Square, which hits everything in a square that has sides of X meters; or Reach function the same way.
The area that a spell affects is generally called the spell’s area of effect.
Deciding whether something is within an area #
When a spell that affects an area is used, and you’re not sure whether a certain character is included in that area, roll 2d6. If it’s 7 or below, that character is included. You can apply the bonus from Lucky (p. 238) to this.
Duration: X rounds, etc. #
A spell’s effects will last for the amount of time listed in the Duration section. Rounds last thirty seconds. While in combat, add on thirty seconds at the end of each round.
Some spells may list a number of hours or days instead of rounds for their duration. For ones that last days, the GM may count each day as the in-game date changes.
When using a spell with a specific duration, the caster can disable its effects at any time before the duration is up. However, doing so in combat requires the use of a free action.
Most spells that don’t have a listed duration will take immediate effect and then dissipate. However, anything affected by the spell—such as wounds or healing—will persist so long as nothing is stated to the contrary.
Spell Maintenance #
The caster must continuously focus their mind in order to maintain the spell’s effects. Because of this, the caster must make a spell maintenance check (p. 139) every time it’s their turn in combat, or whenever else they need to make one (p. 139). If they pass this check, the spell’s effects persist. If they fail, the effects are lost.
For more information, see Spell Effects Maintained via Spell Maintenance (p. 216).
Target: 1 #
The spell affects one character, one object, or one creature. As a general rule, characters such as monsters and PCs are counted as creatures. If it lists a specific target, like a body part, the GM should make a decision based on the situation.
Unless otherwise stated, the caster chooses the target.
Target: All #
Any spell with Target: All has an area of effect.
When the spell is used, all characters and objects within the specified area automatically become targets. However, the caster can choose characters and objects from among those in the area of effect that the don’t want the spell to apply to and exclude them.
For example, when using Fireball, if you do nothing, the spell will deal damage to all characters and objects within its range. However, the caster can choose to exclude allies, other characters they’re protecting, or unrelated civilians—anyone they don’t want to deal damage to. Then the spell will only hit everything else. In this way, the caster may choose only to deal damage to the targets (mostly hostiles and monsters) they want to deal damage to.