Spells

Welcome to the Spells documentation section of Game Squire, a mystical repository where the arcane and the divine coalesce into the spellcasting fabric of your RPG universe. Here, Game Masters (GMs) can access, create, and manage the spells that bring wonder, strategy, and power to their campaigns.

Accessing Spells

Where to Find Spells: Navigate to Reference > Spells to peruse the magical lexicon available in your gaming world. This section is a treasure trove of incantations and magical formulae, ready to be woven into your narrative tapestry.

Spell Management for GMs

GM Capabilities: As the architects of magic in their realms, GMs have the capability to ‘View All’ available spells and ‘Add’ new ones to their compendium. This control is integral in crafting the magical landscape of your campaign.

Listing of Spells: All spells that you, as a GM, have added are neatly listed, each entry a gateway to mystical potentials and arcane secrets.

Spell Profiles

Adding New Spells: The ‘Add’ option leads GMs to a detailed form where they can concoct new spells or harness the Squire’s capabilities for inspired spell creation.

Spell Details: Clicking on a spell opens its ‘View’ mode, offering an in-depth look at its mechanics, effects, and the nuances that make each spell unique.

Viewing and Administration

Action Bar for GMs: The GM view includes an action bar with options for ‘View,’ ‘Edit,’ ‘Delete,’ ‘Add,’ and ‘View All,’ providing comprehensive control over the spell arsenal within the game.

Player Interaction with Spells

Player Engagement: While players do not have the capability to create or alter spells themselves, they interact with this magic through their characters – choosing spells for their spellcasters, strategizing their use in combat and exploration, and feeling the impact of these spells in their adventures.

Add/Edit Spells

Identity

Title

Provide the official name of the spell, such as "Acid Arrow." This name is used for reference in spell lists, during gameplay, and when players or characters are selecting spells to learn or cast.

Level

Indicate the spell's level, which represents its power and the tier at which it can be cast. For example, a level 2 spell is more advanced than a level 1 spell but not as powerful as higher-level spells.

School

Select the school of magic to which the spell belongs, like "Evocation." Each school has a different thematic focus that often indicates the general effects of the spell—Evocation, for instance, typically involves spells that create energy or elemental effects.

Classes

Specify which classes can cast the spell, such as Wizard or Bard. This determines which character types have access to the spell in their spell lists and can be important for balancing class abilities and thematic consistency.

Description

The "Description" section is where the narrative and mechanical aspects of a spell are detailed. This is where you will articulate what the spell does, how it works, and any additional flavor text that adds depth to its usage.

Writing a Spell Description

Begin with a clear statement of the spell's effects. Include specifics such as the type and amount of damage it deals, its range, duration, and any area of effect. Incorporate any rules that govern the spell's usage, such as saving throws, attack rolls, or how it interacts with other spells and abilities within the game. Add descriptive language that paints a picture of what happens when the spell is cast. This can include sensory details about the spell's appearance, sounds, sensations, and impact on the environment.

For example, Acid Arrow is described as:

A shimmering green arrow streaks toward a target within range and bursts in a spray of acid. Make a ranged spell attack against the target. On a hit, the target takes 4d4 acid damage immediately and 2d4 acid damage at the end of its next turn. On a miss, the arrow splashes the target with acid for half as much of the initial damage and no damage at the end of its next turn.

Excerpt

The excerpt is used as the brief introduction for your spell. If you don't fill this in it will automatically use a portion of your Description.

Casting

The "Casting" section of a spell details the requirements and limitations for how the spell is cast. This includes the necessary components, the duration of the spell's effects, and any concentration requirements.

Requires Concentration?

Toggle this switch if the spell requires the caster to maintain concentration. This means that certain activities, including taking damage, may break the caster's focus and end the spell's effects.

Can cast as ritual?

Some spells have a special tag: ritual. Such a spell can be cast following the normal rules for spellcasting, or the spell can be cast as a ritual. A ritual casting doesn't expend a spell slot, which allows the spell to be used repeatedly without depleting a caster's magical reserves.

Duration

Specify how long the spell's effects last. 'Instantaneous' indicates that the spell occurs instantly and does not have a persistent effect.

Casting Time

Enter the time required to cast the spell, such as '1 action', which indicates the spell can be cast as part of the caster's actions during a turn.

Components

Verbal (V): Check this box if the spell requires spoken words to cast.

Somatic (S): Check this box if the spell requires a particular hand movement or gesture.

Material (M): Check this box if the spell requires material components.

Spellcasting Focus: Instead of material components, a caster can use a spellcasting focus, such as a wand, a crystal, or some other arcane object related to their class or magic tradition.

Focus (F): Some spells require a focus, a particular object of significance. A focus is not consumed when the spell is cast, but must be in the caster's possession throughout the casting.

Divine Focus (DF): Divine spells often require a divine focus, which is a spiritual or religious symbol, like a deity's holy symbol. This must be presented or held aloft, but like a regular focus, it is not consumed.

Experience Points (XP): Some particularly powerful spells may require the caster to expend experience points (XP) as part of the casting process. This reflects the personal sacrifice and exertion of life force or magical energy.

Material

Materials Required: List any specific materials needed to cast the spell, like 'Powdered rhubarb leaf and an adder's stomach.' Some spells might not need materials if the caster has a spellcasting focus.

Attack

Attack Type

If the spell is an attack spell, indicate whether the attack is 'Melee' or 'Ranged'. This determines the distance from which the attack can be effectively launched. For example, 'Ranged' would be selected for attacks that can be executed from a distance.

Range

Specify the maximum range of the attack. This is the distance from the caster or attacker within which the spell or ability can be used. For instance, '90 feet' denotes that the target can be up to 90 feet away from the point of origin.

Attack Save

If the attack requires the target to make a saving throw, select the type of save(s) from the dropdown menu. This could be a Dexterity, Constitution, Wisdom, or another type of save, depending on the nature of the attack and what it's defending against.

Damage

Damage Type

If the spell inflicts damage, indicate the damage type, such as "Acid." This identifies the category of damage that the spell or ability deals, which can be significant for creatures with vulnerabilities, resistances, or immunities.

Damage at Slot Level

For spells that can be cast using higher-level spell slots, detail the additional damage incurred when using a higher slot. This might be in the form of extra dice rolled or a flat increase in damage.

Damage at Character Level

If the spell's damage increases with the caster's level, describe the progression here. This could include at which character levels the spell's damage increases and by what amount.

Higher Levels

For spells that become more potent when cast with higher-level spell slots, the "Higher Levels" section captures these scaling effects. Describe what additional benefits the spell gains when a higher-level slot is used. This could be anything from additional damage, longer duration, larger area of effect, or additional targets.

Provide specific details on the scaling. For example, Acid Arrow is described:

When this spell is cast using a spell slot of 3rd level or higher, the initial damage increases by 2d4, and the ongoing acid damage increases by 1d4 for each slot level above 2nd.