Spellcasting Check: Difference between revisions

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When a character or creature declares it is casting a spell, the following steps typically occur:
When a character or creature declares it is casting a spell, the following steps typically occur:


=====1. Determine the possibility of casting the spell:=====
=====1. Select the Spell=====
When you cast a spell, the spell must:
Choose a Spell: Review your prepared spells and select the spell you wish to cast. Ensure you meet the following criteria:
<blockquote>
* Prepared: Ensure your character has prepared the spell you wish to cast and has access to a focus if required.
* Be within range of its intended effect.
* Spell Range: Be within range of its intended effect.
* The caster has enough spell points to perform the spell.
* Spell Points: The caster has enough spell points to perform the spell.
* Be able to perform all incantation components of the spell.
* Incantation Components: Be able to perform all incantation components of the spell.
* Follow any special restrictions of the spell.
* Other: Follow any special restrictions of the spell.
</blockquote>
</blockquote>


If the spellcast is an attack roll, follow the rules for [[Attack Roll|attack roll]]s
If the spellcast is an attack roll, follow the rules for [[Attack Roll|attack roll]]s.


=====1. Roll a d20:=====
=====1. Roll a d20:=====
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</blockquote>
</blockquote>


The defender adds relevant temporary bonuses or situational effects to their AL, for example cover bonuses.
=====3. Compare the total to a measure of success=====
======a. If the spell cast is a spell attack - Compare the total to the target's Armor Level (AL).======
The total result is compared to the Armor Level of the target. If the attacker's total is equal to or greater than the target's AC, the attack hits. If it's lower, the attack misses.
 
======b. If the spell cast requires a contested check - Compare the total to the target's contested check.======
The target must roll a contested check determined by the spell.


<blockquote>
The total result is compared to the  of the target. If the attacker's total is equal to or greater than the target's AC, the attack hits. If it's lower, the attack misses.
* '''Cover Bonus.''' {{:Cover}}
</blockquote>


=====3. Compare the Total to the target's Armor Level (AL)=====
======c. If the spell cast needs to meet a [[DL]] - Compare the Total to the target's Armor Level (AL)======
The total result is compared to the Armor Level of the target. If the attacker's total is equal to or greater than the target's AC, the attack hits. If it's lower, the attack misses.
The total result is compared to the Armor Level of the target. If the attacker's total is equal to or greater than the target's AC, the attack hits. If it's lower, the attack misses.



Latest revision as of 17:54, 14 September 2024

A spellcasting check is a roll to determine whether a spell cast by a character or creature is successful. All spells has a description which includes information about its Name, Spell Level, Casting Time, Distance, Incantation Components, Duration, Effects, Critical Effects and Power Increase.

When a character or creature declares it is casting a spell, the following steps typically occur:

1. Select the Spell

Choose a Spell: Review your prepared spells and select the spell you wish to cast. Ensure you meet the following criteria:

  • Prepared: Ensure your character has prepared the spell you wish to cast and has access to a focus if required.
  • Spell Range: Be within range of its intended effect.
  • Spell Points: The caster has enough spell points to perform the spell.
  • Incantation Components: Be able to perform all incantation components of the spell.
  • Other: Follow any special restrictions of the spell.

If the spellcast is an attack roll, follow the rules for attack rolls.

1. Roll a d20:

The spell caster rolls a twenty-sided die.

  • Advantage. If the caster has one advantage or three advantages on the spellcasting roll, the caster rolls two or three d20s respectively, and takes the higher of the two or three.
  • Disadvantage. If the caster has one disadvantage or three disadvantages on the spellcasting roll, the caster rolls two or three d20s respectively, and takes the lower of the two or three.
2. Spellcasting Modifiers:

To the result of the d20 roll, the caster adds any relevant modifiers. These modifiers usually include:

  • Proficiency Bonus. The character adds their level-based proficiency bonus.
  • Ability Modifiers. The character adds their Intelligence, Wisdom or Charisma modifier, depending on their spells origin.
  • Bonus Modifiers. Any additional bonuses from magical items, class features, or other situational effects.
  • Multiple Advantages/Disadvantages. At your 2nd, 4th and above advantage or disadvantage, you add +2 or -2 to your roll for each subsequent advantage or disadvantage you have.
3. Compare the total to a measure of success
a. If the spell cast is a spell attack - Compare the total to the target's Armor Level (AL).

The total result is compared to the Armor Level of the target. If the attacker's total is equal to or greater than the target's AC, the attack hits. If it's lower, the attack misses.

b. If the spell cast requires a contested check - Compare the total to the target's contested check.

The target must roll a contested check determined by the spell.

The total result is compared to the of the target. If the attacker's total is equal to or greater than the target's AC, the attack hits. If it's lower, the attack misses.

c. If the spell cast needs to meet a DL - Compare the Total to the target's Armor Level (AL)

The total result is compared to the Armor Level of the target. If the attacker's total is equal to or greater than the target's AC, the attack hits. If it's lower, the attack misses.

  If the attack exceeds or fails the DL by 10 or more, the attack is affected by either a critical success or a critical failure. Additionally, when rolling a natural 20 or a natural 1, the attack results in an increased or decreased degree of success or failure respectively. This usually results in a critical success or critical failure.

4. Roll for Damage

If the attack hits, the attacker typically rolls dice to determine the amount of damage dealt. The type and number of dice rolled depend on the weapon, spell, or attack being used.

  If the attack is a critical success, i.e. a critical hit, the damage is doubled after all positive modifiers have been applied.

5. Damage Modifiers

To the result of the damage roll, the attacker adds relevant modifiers. These modifiers include:

  • Ability Modifier.
    • Melee cleaving, splitting and bludgeoning damage rolls uses Strength.
    • Melee slashing and piercing damage rolls uses Dexterity.
    • Ranged thrown damage rolls uses the corresponding melee damage ability modifier.
    • Ranged drawn and loaded damage rolls uses Draw Strength
    • Spell damage rolls do not usually add any damage from their ability modifier.
  • Immunities, Resistances, Susceptibilities and Vulnerabilities. Depending on the creature's defenses against the damage type caused, the damage may be negated (immunity), halved (resistance), increased by half (susceptibility) or doubled (vulnerability).
  • Critical Hit.