Roll to Cast Magic System
Casting Spells
Casting a spell requires a successful spellcasting check, one free hand, and any required material components or arcane focus. The level of spells you can cast is equal to your character’s current level.
- For example, a 3rd level Wizard can cast 3rd level spells but cannot cast 4th level spells until they reach 4th level.
If your roll does not meet or beat the DC, the spell fails and it cannot be cast again until you complete a long rest.
When you attempt to cast a spell, you:
Roll a d20 + Proficiency Bonus + Spellcasting Ability Modifier.
Spells require a successful spellcasting check with a DC = 10 + Spell Level.
- For example, casting the 1st level spell, Shield, requires a successful spellcasting check with a DC of 11.
Casting Spells At Higher Levels
Spells can be cast at a higher level if the original spell allows the use of a “higher level spell slot” to boost the spell. To do this, simply increase the DC by the level in which you are trying to cast the spell.
- For example, casting a 1st level Burning Hands has a DC of 10 + 1 = 11 to cast it successfully. In order to cast Burning Hands at 3rd level, you would need to meet or beat a DC of 10 + 3 = DC 13.
Cantrips
Cantrips do not require a spellcasting check due to their simplicity. Additionally, if a cantrip is to become more powerful at higher levels, as listed in the D&D 5e player’s handbook, it does not.
- For example, Firebolt always deals 1d10 damage, regardless of the casters level.
Critical Success
Messing with the weave can be incredibly dangerous, but it can also grant you incredible power. When rolling a spellcasting check, if you roll a natural 20, choose one of the following benefits and add it to your spell:
Spellcasting Nat 20 Table
Double Dice
Double Targets
Double Range
Double Duration
Recovery
Double the number of dice rolled for the spell.
Double the number of targets the spell can affect.
Double the range or the area of effect of the spell.
Double the duration the spell lasts for.
Recover one of your failed spells.
Critical Fail
Generally speaking, this is bad and a critical risk when it comes to messing with the weave. Depending on your subclass, there are different consequences for rolling a natural 1 while spellcasting. The consequence is to either suffer an Arcane Mishap or Pay Tribute.
- Arcane Mishap: Roll on the Arcane Mishap Table
- Pay Tribute: Bring an offering of value to a place of importance to your character. Consult with your GM to decide on a sufficient location.
Pay Tribute
If you roll a Natural 1 on your spellcasting check, even with the use of blood magic to succeed, you have either angered your deity, offset the balance of nature, or displeased the muses of old. When this happens, you must Pay Tribute to regain the ability to cast that spell again.
To Pay Tribute, you must bring your offering to a place deemed relevant to the source of your magic. For clerics, that might be a temple or shrine to your deity. For druids, that might be a particular grove in the woods or body of water. For bards, that may be a donation to a town crier or raising money for an orphanage by leveraging your art form. Consult the table below to determine how expensive of an offering you must provide.
Arcane Mishap
If you roll a Natural 1 on your spellcasting check, even with the use of blood magic to succeed, you trigger an arcane mishap. When this happens, you must roll a D20 and consult the spellcasting mishap table below.