Casting Spells
Spellcasters use the raw power of creation and destruction to bend reality, shaping it to the will of their gods or ambitions.
Wizard magic is fickle, complicated, and volatile. Even the most learned mages tread carefully when reaching beyond the veil to grasp arcane energies.
Priest magic is miraculous, sacred, and instinctive. Priests who offend their gods might lose the ability to cast spells until they can undertake penance.
To cast a Wizard spell you know, make a spellcasting check by rolling 1d20 + your Intelligence modifier.
To cast a Priest spell you know, make a spellcasting check by rolling 1d20 + your Wisdom modifier.
The DC to successfully cast aspell is 10 + the spell’s tier.
If you fail your spellcasting check, the spell does not take effect. You can’t cast that spell again until you complete a rest.
Wizard Spell. If the spell was a Wizard spell, you can’t cast that spell again until you successfully complete a rest. You must also roll on the Wizard Mishap table corresponding to the spell’s tier.
Priest Spell. If the spell was a Priest spell, your deity is greatly displeased and revokes its power. You can’t cast that spell again until you complete ritualistic penance to your deity and successfully complete a rest.
Success: The spell stays in effect until the start of your next turn.
Failure: The spell ends. If you were focusing, you do not lose the ability to cast that spell.
Distraction: Immediately do a spellcasting check to maintain focus.
Inadequate or subversive penance (such as donating your sacrifice to a party member) only displeases your deity further and makes the spell loss permanent.
Wizard magic is fickle, complicated, and volatile. Even the most learned mages tread carefully when reaching beyond the veil to grasp arcane energies.
Priest magic is miraculous, sacred, and instinctive. Priests who offend their gods might lose the ability to cast spells until they can undertake penance.
CASTING
When you cast a spell, you invoke magic to cause an effect. Casting a spell takes your action.Characters with the spellcasting talent can cast spells.To cast a Wizard spell you know, make a spellcasting check by rolling 1d20 + your Intelligence modifier.
To cast a Priest spell you know, make a spellcasting check by rolling 1d20 + your Wisdom modifier.
The DC to successfully cast aspell is 10 + the spell’s tier.
RESULTS
If you succeed on your spellcasting check, the spell takes effect.If you fail your spellcasting check, the spell does not take effect. You can’t cast that spell again until you complete a rest.
CRITICAL SUCCESS
If you roll a natural 20 on your spellcasting check, you may double one of the spell’s numerical effects. This remains in effect on a focus spell until your next focus check.CRITICAL FAILURE
If you roll a natural 1 on your spellcasting check, the spell does not take effect. If it was a focus spell, the spell immediately ends for more details on focus spells).Wizard Spell. If the spell was a Wizard spell, you can’t cast that spell again until you successfully complete a rest. You must also roll on the Wizard Mishap table corresponding to the spell’s tier.
Priest Spell. If the spell was a Priest spell, your deity is greatly displeased and revokes its power. You can’t cast that spell again until you complete ritualistic penance to your deity and successfully complete a rest.
SPELL FOCUS
You can't cast other focus spells while focusing. Do a spellcasting check at the start of your turn for the focus spell to maintain it.Success: The spell stays in effect until the start of your next turn.
Failure: The spell ends. If you were focusing, you do not lose the ability to cast that spell.
Distraction: Immediately do a spellcasting check to maintain focus.
SAVING THROWS
When a spell allows a creature to make a saving throw to resist its effects, the creature rolls a d20 + relevant modifier (as determined by the spell or the GM). The save DC is equal to the caster’s spellcasting roll for that spell. If the saving throw meets or beats the DC, the creature resists or reduces the spell’s effects, as described in the spell.PENANCE
The GM determines the exact nature of the penance you must undertake based on your deity and alignment. Penance requires a holy quest, ritualistic atonement, or a material sacrifice that you donate or destroy.Inadequate or subversive penance (such as donating your sacrifice to a party member) only displeases your deity further and makes the spell loss permanent.
Comments