×   Part 4: Classes Introduction Leveling Up Artificer Mutant Psychokinetic Rogue Warrior Spellcasting Elemancer Classless Feats
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Part 4: Classes   ☰

Spellcasting

Spells

A spell is a special arcane effect produced by the inherent power of the casting Elemancer, or of the power imbued into whatever enchanted item the caster is wielding. Spells usually produce some sort of visible and immediately noticeable effect, though this is not always the case.

Perceiving a Spell Being Cast

All spells require movement of some kind, usually some sort of somatic allegory for what the spell is trying to do, e.g. when casting the spell Burst an Aeromancer might forcefully push their hands out in a mimicry of what the spell is doing, or a Tempomancer might use their hands to wind back the arms of a spectral clock when casting Rewind. Because of these movements, an Elemancer cannot cast spells while wearing Medium or Heavy armor or Medium or Large shields. If an Elemancer wishes to cast a spell subtly so as not to be noticed doing so, they can make a Sleight of Hand check contested against the other party’s Perception check.

Spell Traits

Every spell has a collection of traits which detail specific and important aspects of the spell: Mana Cost, Casting Time, Range, Damage, Save, Duration, Area of Effect, and Notable Effects.

Mana Cost (M.C.). The amount of Mana the caster must expend to unleash the spell’s power; the caster’s maximum Mana must be > to the Mana Cost of a spell for them to be able to cast it at all. When casting a spell, the caster must subtract the Mana Cost of the spell from their remaining Mana; if the M.C. of the spell is > their remaining Mana, they can still cast it, however their Mana will be reduced to 0 and their current Health will be depleted by 5 times the remaining difference. Additionally, a spell's M.C. can be reduced by 1 by doubling the casting time; to determine the casting time of a spell whose M.C. you are reducing in this way, you need only use the formula x(2y), where x is the spell's original casting time and y is the amount you want to reduce the M.C. by.

Casting Time (C.T.). How long it takes for the spell to be cast, assuming the caster's DEX is <2. If a spell has a casting time, then the caster cannot take any other actions while casting or the casting will fail, however they can re-aim the spell at any point during the casting. Until the casting is complete, the caster is considered to be concentrating (see Duration below) on the spell.

Range (Rng.). How far away from the caster’s current position the origin point of the spell can be placed/the target(s) can be; the caster must have line of sight on the origin point/target in order to cast the spell. If the caster has line of sight but cannot actually see the origin point/target, then the damage of the spell may be rolled with disadvantage, or if the spell requires a save, the target can make it with advantage.

Damage (Dam.). The type of damage (if any) a spell deals; spells deal 1d8 base damage and scale to the caster's Elemancy proficiency, with a bonus equal to the caster's INT, WIS, or CHA (chosen at the time they become an Elemancer). For example, if a spell says it deals burn damage and the caster has 3 Elemancy proficiency and uses their INT for bonus damage, then the caster rolls 3d8 + their INT and measures that against the target's M-/R-DEF. Elemancers are immune to damage from their own spells, however the wielders of spellcasting items are not. Additionally, just because you might be immune to damage from your own spells, that does not mean your equipment is as well

Save. What type of save, if any, is needed; saves are always made against the caster's Elemancy Save DR. If more than one type of save is listed (e.g. Fort./Ref.), the caster decides which save the target makes. The effects of failing the save will be given in Notable Effects.

Duration (Dur.). How long the spell can last. Spells with the Concentration (C) tag as part of their duration require the caster’s constant focus, and being attacked can cause the caster to lose focus, ending the spell prematurely. If the caster takes damage while casting a spell with the Concentration (C) tag, they must make a Willpower save against twice the final damage dealt; on a failure, the spell ends. A caster can have only one Concentration-tagged spell going at a time.

Area of Effect (AoE). Detailed below.

Notable Effects (Efcs.). What will happen inside the spell’s AoE/to its targets. The format of the Notable Effects section is a brief amount of flavor text with no mechanical bearing in paragraph form, followed by the mechanical effects of the spell in bullet-point form. Unless stated otherwise, Elemancers are immune to the Effects of their own spells, however the wielders of spellcasting items are not.

Areas of Effect

A spell’s Area of Effect (AoE) gives the shape of the spell, as well as the dimensions of that shape. Each shape has a point of origin, or a spot from which the spell’s power and energy erupts. The direction into which it erupts is usually up to the caster, though some spells default to the direction the caster is facing.

The shape and dimensions of a spell’s AoE is specified in its description, and the different possible shapes (and their respective points of origin) are given here:

Instead of a shape, a spell may specify a number of targets for the spell to affect. In this case, the spell’s description will specify what the targets must be and how many of them there can be. A creature will usually not know it has been targeted unless the spell produces some sort of perceivable effect, though some spells, such as an Animancer’s Read Thoughts, are not typically perceivable unless the spell’s description says otherwise.

Improving Spells

Spells can be improved at the cost of additional Mana: typically, a spell’s Range, Damage, Duration, and AoE are what can be improved. Some spells are exceptions to the guidelines given here and will specify in their descriptions if that is the case. The amount of extra Mana the caster can spend to improve a spell is equal their Elemancer level, e.g. a 3rd level Luxomancer can only spend up to 3 Mana improving the Fireball spell.

Range. If a spell does not have a range of “Touch” or “Self”, then its range can be extended by 3 meters for every 1 extra Mana spent.

Damage. A spell’s damage can be improved at the cost of 1 Mana per additional d8.

Duration. When extending a spell's duration, the caster can expend 1 Mana at the end of the spell to keep the spell going for half of the original duration, e.g. at the end of a 1 minute spell, the caster can spend 1 Mana to keep the spell going for another 30 seconds. This applies to all durations except "Instant", which cannot be extended at all.

Area of Effect. To extend a spell’s AoE by 1 meter in a single dimension (such as making a cone 1m wider or a line 1m longer) costs 1 Mana. For target spells, additional targets can be selected at the cost of 2 Mana per target.

Creating Spells

The spells any given Elemancer has access to are many and varied. However, the imaginations of players are infinite, and it is almost certain that you or another player may want to cast a spell that is not listed. While the various aspects of the spell may be easy to come up with, determining the Mana Cost of a new spell may seem like a strange and esoteric practice; thankfully, however, this is not the truth. Determining a spell's Mana Cost is (mostly) quite easy and can be done by following this table (assume the cost of the spell starts at 0):

Spell Aspect M.C. Alteration
Range
< 50m +0
50m - 250m +1
250m - ½km +2
½km - 1km +3
> 1km +4
Damage
Default +0
Each extra d8 +1
Sustained damage +1
Less or no damage -1
Save
Any save required +1
Duration
Instant +0
1-9 minutes +1
10-59 minutes +2
1-11 hours +3
12-23 hours +4
> 1 day +5
Spell Aspect M.C. Alteration
AoE
Cone +1 for every 1-6m
Cube +1 for every 1-8m
Cylinder +1 for every 1-4m of diameter, +1 for every 1-10m of length
Line +1 for every 1-5m of height, +1 for every 1-10m of length
Sphere +1 for every 1-10m of diameter
Targets +1 for every 1-3, not counting the first
Notable Effects
Highly variable, may increase or decrease the spell's cost. +/- Varies

The table given here should mostly be used as a guideline to give you a foundation to start with, rather than an absolute. If you believe your spell should cost a little bit more or less than the value you arrived at, then feel free to adjust it as you feel is necessary, just be certain to clear the spell with your GM.

Spell Traps

Any spell that does not have the "Concentration" tag and does not have a range of "Self" can be set as a trap. When it is, the spell becomes a glyph, or a circular collection of arcane runes, symbols, and energy that faintly glow with the spell’s power and which must be 15cm - 1m in diameter. A glyph cannot be disarmed or dispelled by any ordinary means, though when set off, the energy of the glyph is expended and it disappears. If a spell set as a trap has a range, it targets itself; if it requires a target to be selected, the target is whoever triggered the glyph; and if it has a direction for the AoE, that direction is the direction the glyph is facing.

There are 4 steps to setting a spell as a trap:

  1. The caster casts the spell as normal;
  2. They designate a surface or small object that they can touch to embed the power and effects of the spell into;
  3. They spend the casting time of the spell imbuing the spell’s power into that surface or object;
  4. They set the conditions for the spell trap to trigger, e.g. touching the spell glyph, moving the object the glyph is placed on, opening the book the glyph was placed in, etc. All spell traps have the following conditions: 1. if the glyph is moved 3m from where it was placed, the spell goes off, and 2. the glyph lasts 6 days by default, but its lifespan can be extended by 6 days for every 2 extra Mana spent on it at the time it was created.

To spot a glyph, a creature can make an Arcana or Perception check against what the caster’s Elemancy Save DR was at the time they made the glyph, and to determine what spell the glyph contains, the creature can either be the same type of Elemancer as the one who set the trap or succeed on an Arcana check against what the caster’s Elemancy Save DR was at the time they set the trap.

Otherworldly Spellcasting

The vast majority of spellcasting in Iron & Aether is done by either Elemancers or enchanted items; however, there exists in the I&A ruleset extradimensional and otherworldly forces, and it is not unheard of for these forces, these beings, these Others, to find their way into an I&A-based world. These Others bring with them their own arcane abilities and powers, and while they would typically operate by different rules, by simply existing within an I&A-borne world, the machinations of their arcana alter to reflect the nature of the universe they have found themselves in.

Given here is a list of spells that these Others might be capable of casting, at the GM's discretion (most Others would also likely be able to cast various Elemancer spells as well). Nearly all Sentients would absolutely not have the ability to cast these spells on their own, though Otherian enchanted items can provide a limited means of access to them.

Otherworldly Spells

It is worth noting that all Otherworldly spells require the caster to speak and gesticulate in order to command and direct the power of the spell; in the case of Sentients using enchanted items, assume that the item itself transfers the knowledge of the words and movements necessary to the user at the time of attunement.

Mana Cost: --
Casting Time: --
Range: 10m
Damage: --
Save: --
Duration: 1 minute
Area of Effect: Single Point
Notable Effects: You create an ethereal hand out of pure arcane energy, controlling it as though it were one of your own and causing the following effects:
  • You can control the hand at-will, as if it were one of your own hands;
  • it cannot lift an object heavier than 10 lbs. and it cannot travel outside of the spell's range.
Mana Cost: --
Casting Time: 2.5s
Range: 20m
Damage: 1d6 true
Save: --
Duration: Instant
Area of Effect: Single Target
Notable Effects: You fire a projectile of pure arcane energy at the target, causing the following effect:
  • For every 1 extra Mana this spell is cast with, another missile is created, and you select which missile strikes which target.
Mana Cost: --
Casting Time: 3.5s
Range: Self
Damage: --
Save: Willpower
Duration: Instant
Area of Effect: Sphere (4m)
Notable Effects: You chant loudly in the maddening Otherian language, causing the following effects:
  • Save Failure: Creatures are stunned until the end of their next turn;
  • Save Partial Success: Creatures have a 50% chance of being stunned until the end of their next turn.
Mana Cost: 1
Casting Time: 1.5s
Range: Self
Damage: --
Save: --
Duration: 6 seconds
Area of Effect: Single Target
Notable Effects: You briefly disappear from this dimension, becoming completely incorporeal and causing the following effects:
  • Though incorporeal, you cannot pass through solid objects;
  • you still perceive everything around you;
  • your Speed is doubled;
  • you have advantage on your next attack;
  • the spell ends early if you take any action other than movement or choose to end it prematurely (no time required).
Mana Cost: 1+
Casting Time: 3.5s
Range: Touch
Damage: --
Save: --
Duration: 1 minute
Area of Effect: Single Target
Notable Effects: You cover yourself in a veil of arcane energy that is strong but brittle, causing the following effects:
  • Your M-DEF score becomes equal to your Dodge for the duration of the spell;
  • the next blow that strikes you, regardless of the amount of final damage dealt, deals 0 damage to you;
  • the veil of arcane energy shatters, ending the spell early;
  • for every extra Mana spent on this spell, the veil can endure 1 more blow before breaking apart.
Mana Cost: 1+
Casting Time: 1 reaction
Range: 30m
Damage: --
Save: Willpower
Duration: Instant
Area of Effect: Single Spellcasting Target
Notable Effects: You interrupt the caster's focus as they cast, causing the following effects:
  • If the target's spell costs an amount of Mana < what you spent on this spell, their casting fails;
  • if the spell costs more, then the target must make the save, with a bonus to their save equal to the Mana difference -1.
Mana Cost: 3
Casting Time: 3.5s
Range: 15m
Damage: --
Save: Willpower
Duration: 1 minute
Area of Effect: Up to 3 Targets
Notable Effects: You inflict the target(s) with a foul hex, causing the following effects:
  • At the start of each target's turns for the duration, they must make the save;
  • Save Failure: Whatever action the target takes is done with disadvantage or, if they move, they move at half speed;
  • Save Success: A creature who succeeds on this save has the spell's duration on them reduced by 30 seconds.
Mana Cost: 3
Casting Time: 6.5s
Range: 100m
Damage: 3d8 of any kind except true or fatigue
Save: --
Duration: Instant
Area of Effect: Cube (5m)
Notable Effects: You open a hole in reality at the top of the AoE, out of which projectiles fire that deal the damage to all creatures inside the AoE, after which the tear closes.

Mana Cost: 15
Casting Time: 15 seconds
Range: 1.5km
Damage: --
Save: --
Duration: 8 hours
Area of Effect: Sphere (100m)
Notable Effects: You alter the weather in the AoE according to your desires.

Optional Rule: Spell Misfires

As the GM, if you feel so inclined, you can implement spell misfires, which are strange and random effects that occur when a casting goes wrong. When, how, and if you implement them is up to you, but here are a few suggestions:

If an effect says the caster or the target is affected, there is a 50% chance which it is. Additionally, if an effect says it applies to a target, it applies to all the chosen targets of the spell unless it would not make sense to do so. If the effect is a spell that requires a save, use the caster's Elemancy Save DR.

d100 Misfire Effect
1-2 The caster/target immediately goes unconscious for the next 1d10 minutes and cannot be awoken by any means.
3-4 The caster/target becomes paralyzed for the next 3d20 seconds.
5-6 The caster/target starts glowing with 10 meters of bright light and 5 meters of dim light beyond that.
7-8 The next time the caster/target is reduced to 0 Health within the next 1d6 days, they immediately explode, killing them instantly and dealing 1d6 physical damage to every creature within 2 meters of them.
9-10 The caster/target is affected by a random Major Relic Boon for the next 1d6 days.
11-12 The caster/target is affected by a random Major Relic Curse for the next 1d6 days.
13-14 The caster/target is restored to full Health.
15-16 3d20 seconds from now, the Phase Shift spell is cast on the caster/target at the start of their turn.
17-18 A frightened and confused dog appears next to the caster/target and then disappears after 3d20 seconds.
19-20 Everyone who knows the caster's/target's name immediately forgets it, including the caster/target.
21-22 The caster/target does not need to rest for the next 1d6 days, though they still gain the benefits of doing so.
23-24 The caster/target is instantly teleported to the top of the nearest mountain.
25-26 The caster/target gains arcane darkvision with a range of 20 meters for the next 1d6 days.
27-28 A single ability score of the caster's/target's is raised/lowered by 1d2 for 1d6 days (minimum 0, no maximum).
29-30 All creatures within 10 meters of the caster/target (not including them) take 1d10 true damage; the caster/target then regains an amount of Health/Mana equal to the sum total of all damage taken by the creatures around them.
31-32 A random spell with a casting time of <3.5 seconds is cast with the caster/target of the original spell acting as the caster of this one.
33-34 The next damaging spell the caster/target casts within the next minute deals maximum damage.
35-36 The caster/target has the spell Confuse cast on them.
37-38 All creatures within 10 meters of the caster/target immediately fall prone.
39-40 The caster/target gains the ability to cast a single random spell that costs <5 Mana 1d3 times a day for the next 1d6 days.
41-42 1d6 creatures within 30 meters of the caster (possibly but not necessarily including the caster) are struck by lightning, taking 4d6 electric final damage.
43-44 If the caster/target dies within the next day, they are immediately revived as though by the True Revive spell; this happens only once.
45-46 The caster's/target's M-DEF score immediately increases/decreases by 1d10 for the next 3d20 seconds.
47-48 The caster's/target's skin turns a random color for 1d6 days.
49-50 The caster/target gains the ability to breathe underwater and in dangerous vapors for the next 1d6 days.
d100 Misfire Effect
51-52 If the caster/target casts a spell within the next minute that forces a save, the target of that spell automatically fails/succeeds the save.
53-54 The caster/target is reduced to 0 Health.
55-56 The caster/target becomes completely invulnerable for the next 3d20 seconds.
57-58 All of the caster's/target's hair and nails fall out.
59-60 The caster/target loses the ability to open their mouth for the next 1d12 hours.
61-62 All of the caster's/target's hair immediately grows 1d100 centimeters.
63-64 The caster/target is instantly teleported to a random space 1d10 meters away.
65-66 On their next turn, the caster/target acts twice as quickly (effectively giving them 6 seconds worth of time on their turn).
67-68 The speed of the caster/target is doubled for the next minute.
69-70 If the caster/target has any lingering injuries, they are instantly cured; otherwise, roll again.
71-72 The caster/target becomes imperceptible in the infrared spectrum (despite still giving off heat) for the next 1d6 days.
73-74 The caster/target immediately becomes older/younger by 1d10 years.
75-76 If the caster is an Elemancer, a random creature of their element appears for 3d20 seconds within 1d10 meters of them; otherwise, a random Monstrosity appears under the same conditions.
77-78 An earthquake rocks the area within a 100 meter radius of the caster.
79-80 The caster/target has the spell Illusory Copy cast on them, creating 1d4 copies.
81-82 The caster/target regains 1 Health per second for the next 3d20 seconds; this effect applies even if they are reduced to 0 Health but ends early if they die.
83-84 The caster/target becomes blinded and/or deafened for the next minute.
85-86 The caster has all of their Mana restored.
87-88 The caster/target gains the ability to speak and comprehend all languages for the next 1d6 days.
89-90 The caster/target turns into a potted plant/whale for 3d20 seconds.
91-92 If the caster/target has any madnesses that can be cured, they are instantly cured; otherwise, roll again.
93-94 The caster/target gains a new madness that lasts for 1d6 days or until cured.
95-96 The caster/target has the spell Dance cast on them, using the Elemancy Save DR of the original caster.
97-98 The spell Rewind is cast, with only the caster retaining memories of the original events.
99-100 2 effects: Roll twice, ignoring this result on subsequent rolls.