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If the spellcast is an attack roll, follow the rules for [[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:===== |
Revision as of 17:52, 11 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. Determine the possibility of casting the spell:
When you cast a spell, the spell must:
- Be within range of its intended effect.
- The caster has enough spell points to perform the spell.
- Be able to perform all incantation components of the spell.
- 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.
The defender adds relevant temporary bonuses or situational effects to their AL, for example cover bonuses.
- Cover Bonus. There are three degrees of cover. If a target is behind multiple sources of cover, only the most protective degree of cover applies; the degrees aren't added together. For example, if a target is behind a creature that gives half cover and a tree trunk that gives three-quarters cover, the target has three-quarters cover.
Type of Covers
Cover Details Half Cover Three-quarters Cover Total Cover
3. 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.