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magic_spellcasting [2024/12/25 01:10] scottmagic_spellcasting [2024/12/25 01:13] (current) scott
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 As a reminder, if your character has 2 spellcasting character classes and they are reliant on two different ability scores you will have two different DCs. For example: if you are a wizard-cleric you will have a DC for your wizard spells based on your Intelligence and your cleric spells will have a DC based on your Wisdom. As a reminder, if your character has 2 spellcasting character classes and they are reliant on two different ability scores you will have two different DCs. For example: if you are a wizard-cleric you will have a DC for your wizard spells based on your Intelligence and your cleric spells will have a DC based on your Wisdom.
  
 +
 +====== Casting Spells ======
 +
 +===== Spellcasting Terms =====
 +  * Casting Time: Unless otherwise noted, a spell takes 2 actions to cast.
 +  * Saves: Unless otherwise noted, the save for a spell is DC 10 + your proficiency bonus in Spellcasting.
 +  * 5th Level / 15th Level Bonus: Certain spells will add new effects or alter their nature as you get stronger. At the indicated levels, the spell improves in power. The effect of these spells stack, unless otherwise noted. You can always cast a spell using a less powerful version (this is called “undercasting” a spell).
 +     * Base Spell: The “base version of a spell” is a spell cast at its lowest level, that is to say it lacks any bonuses for being cast at a higher level. Variables dependent on level still scale.
 +  * Willing Targets: The target of a spell may always elect to simply take the effect.
 +  * Unwilling Targets: If they don’t want to have a spell affect them, a target of a spell may always elect to attempt to save against an effect, even if it would not obviously cause them harm (if no save is given, the GM is the final arbiter of what kind of save this is).
 +  * Compelled Actions: Any time a spell gives you command over another creature's actions you cannot cause the creature to knowingly and/or willingly harm themselves (directly or indirectly). The command simply fails unless the spell specifies otherwise.
 +
 +==== Relevant Checks ====
 +
 +Sometimes a spell will require a skill check (rather than a Spellcasting check). What skill that is depends on your school of magic.
 +  * Arcane: Arcane Lore
 +  * Divine: Religion
 +  * Nature: Fieldcraft
 +  * Psychic: Arcane Lore
 +  * Weird: Arcane Lore
 +
 +===== Common Keywords =====
 +
 +  * Cantrip: A basic utilitarian spell that does not consume a daily spell use when cast. These spells can be cast as often as one pleases.
 +  * Corruption: These spells bind the will of the subject, forcing them to act as the caster wishes. This ends when the corruptor dies.
 +  * Curse: A spell that negatively affects the target without causing direct damage.
 +  * Death: A spell that kills without dealing damage, or directly targets the vital force of a target. A death spell is always a death effect.
 +  * Enhancement: This spell magically enhances you. You can only have 1 enhancement effect on you at a given time. If you gain another, you can select which enhancement you’d like to keep.
 +  * Healing: A spell that heals a creature.
 +  * Illusion: A spell that creates a false image, sound, or sensation (or combination thereof). Recognizing an illusion as such usually weakens it or ends it. A creature can take a free action to disbelieve it if they have some reason to suspect it’s not real. This disbelief is on a per-creature basis (the creature making the save is not affected) but one creature disbelieving may allow others to do so (such as attempting to walk though a wall).
 +  * Instant: A spell without a prolonged duration or effect. (Less than a round.) A fireball or lightning strike is an instant spell.
 +  * Level Restriction (5th Level, 10th Level, 15th Level, 20th Level): Spells with a level restriction indicates the minimum level required to cast such a spell.
 +  * Luck: This is a spell that impacts a creature's fate/luck. These typically modify one’s ability to spend dice in some fashion.
 +  * Mental: This is a mind-affecting effect.
 +  * Personal: This spell can only be cast on yourself.
 +  * Polymorph: This transforms a creature’s body into a different form. While polymorphed all your gear melds into your body, becoming unusable until you resume your normal form. On your death you resume your normal form.
 +  * Quick: This spell only takes 1 action to cast.
 +  * Ritual: A ritual is a spell with a very long casting time (typically longer than 1 minute). You can take no other action while casting a ritual. Taking another action ends the ritual and you must start again.
 +  * Summon: These spells temporarily summon a creature or object. Casting a summon spell automatically ends any other effect you have conjured by a summon spell. You cannot summon something into an occupied space. For example: if you summon a wall with the wall spell and then summon an imp with a summon monster spell, the wall would instantly be de-summoned.
 +=== Deeper Rules ===
 +  * Summoners: Some creatures can summon more than one thing. Things like the summoner wizard secret knowledge, magic items, and even potentially feats could allow you to violate this limit. Your average spellcaster can only have 1 summon at a time however.
 +  * “Permanent Summons”: A summon that is made permanent by any effect causes it to lose the summon keyword.
 +  * The Summoner Died: A summon is not dismissed (i.e the spell is not canceled) if the caster dies or is rendered unconscious. However, the summon is no longer in the control of the caster and defaults to its own nature/compulsion/etc.
 +  * Touch: Spells that say you need to touch someone require you to take the “touch” action as part of casting the spell, though you can use your Spellcasting proficiency in place of your unarmed attack.
 +
 +===== Divine Casters =====
 +
 +A character who casts divine spells draws their power from a patron or belief in an ideal drawn from the divine tempest. You can’t cast divine spells without the implicit approval of the one granting you their power or against the ideals you hold strongly. If it goes against your patrons best interest or violates a tenant of your belief (often an oath) the divine spell will fail.
 +
 +**Examples:** Trying to cast a divine spell that inflicts great suffering with divine energies from the healing domain will probably fail. Likewise, trying to turn the divine power of a demon lord against itself (or their minions) would fail.

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