Spellcasting rough 5e conversion in Adventures in Valerick TTRPG | World Anvil

Spellcasting rough 5e conversion

Spellcasting on Valerick comes in two real forms. Calling upon Divine Power, or Wielding the Arcane. These two forms both follow most of the same rules, however they do not interact, they are two seperate forces entirely. That is to say, a Magister cannot Counter-Weave a Divine Power, that just simply is not how that works. However many basic rules are the same, mechanically, hence the term Spellcasting. For the most part, DnD 5e applies to many things, like targetting and how spell areas and radius work, and things like that. And mostly even spell slots. However a few changes. First, there is no such thing as like prepared versus not prepared caster, or classes that have spells known versus spells/day. The one table is all that matters. You never pick two of the same spell. Your table represents your slots per day, but also the number you know of each level. You may cast a spell of any level you know as many times as you have slots. Besides this you have to actually attempt (with a roll) to cast magick. Magick is not a science nor are the gods forgiving and just handing out power willy nilly. The arcane is not your friend this is a hostile relationship.

Casting Action

Along with a limited amount of magick per long rest per say (though some class features do give you a bit of free, no roll no risk required spell casting) with how magick works on Valerick, you also need to roll a special roll called a Casting Action. What this roll is, is basically a Spell Attack. You roll 1d20+Casting Ability Modifier+Proficiency Modifer+any other bonuses you have. What are you rolling against? Simple. 10+the level of the spell you are trying to cast. Should you succeed, spell is used and slot is consumed. Roll a natural 20, spell is cast and the slot is NOT consumed. If you fail, the spell is still cast, and you consume the spell slot, however you also roll a minor miscast. Roll a natural 1, and the spell is not cast, you roll a minor miscast and your spell slot is consumed. That is at baseline there are things that can make this better or worse. These rules and terms are for arcane magick, but they are the same for Divine. Natural 20 means you call upon the power and you do not burn the slot. Success means you call forth the power and burn the slot. Failure means a Mild Slight upon your diety, you consume the slot, and still call forth the power. If you roll a Natural 1 it counts as a Mild Slight upon your diety, the power does not get called forth and the slot is consumed. This is at baseline, in world effects can alter this, that is the danger for casters but that's why Arcana and Religion checks exist.

At Higher Levels?: Simply put, you rolling your action against the DC of the level you wanna cast at, but you are only risking the higher level spell slot if you roll a natural 1, but you area also now gambling the base level spell slot on a failure. On a success you spend the higher level spell slot, on a natural 20 you only spend the base level spell slot.

"As the goblins close in, rushing into the clearing from all sides, Rathos, you feel the surging of the Emerald within you, the rising of that canopy of energy embracing you all around like a thick forest. You lower all Casting DCs for yourself by 5 for being in a Manna Rich environment."

"As you stand there, the horrid husk of what once was a manticore closing on you and your friends, Luthor Ferin you feel the holy symbol vibrating beneath your mail against your chest. You feel the Huntmaster's watchful eye, you feel his strength coursing through you. He approves of the destruction of this tainted undead aberration. You lower all the Prayer DCs by 5 for any Divine Powers you try to call upon for the rest of the adventuring day."

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