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Magic

The spell is a document with structure. Every spell — imported from your book, dragged from a compendium, or made by hand — opens on the ACKS Spell sheet.

Overview is the stat line as fields. Lists names every list the spell prints on, each with its magic type and level; a spell on two lists is offered to both traditions’ casters, once. Type is the spell type the book groups it under. Range and Duration are a shape — a distance, a touch, the caster alone, a count per caster level, concentration — with the value and unit the shape needs. Reversible marks the spell and Reverse names what it becomes; a reverse you keep as a document of its own links to its pair.

Description is the system’s own tab: the text, and the level, class, range, duration and save strings a plain sheet shows. Those strings follow the fields above — change a shape and the string is rewritten; type one by hand and it stays until the field beneath it changes.

Mechanics holds the effect rows, each edited in a window of its own: what the row does, whom it applies to, its value flat or per level. Nothing casts them yet; they are the record the cast engine will read. The system’s Active Effects sit below them.

An imported spell on the Overview tab.

An imported spell on the Overview tab.

Connect your Revised Rulebook (Your ACKS Books (this seat)) and run Import Everything (GM), or the Spells shelf of Reimport One Shelf. One document per printed entry lands in the imported Items compendium’s Spells folder, and each of the sample rituals with them, the stat line already on the fields and the text closing on its page. Run it again and nothing doubles; Repair in place reads the entries again over the documents you hold, keeping every id and what you set on each.

Seven printed spells the 9.0.0 import did not create arrive the same way: run the import again, or repair the shelf, and they land beside the rest.

One of the seven, on the sheet after the import that adds it.

One of the seven, on the sheet after the import that adds it.

Spells import before classes, so a class’s starting templates find the spells their spellbooks name. A class whose page prints its own repertoire carries it as references to the imported spells, and every spell pick the class asks is held to that list at the level the character casts (classes guide).

Uninstall — Strip Spell Data (the ACKS Extras macros folder) removes the fields from every spell in the world and keeps the system’s strings, so a spell still shows its stat line with the module gone. Run it before disabling; it needs the module’s code.

Every feature here is free and none of it is gated. If it earns its keep at your table, you can chip in on Patreon.