Spellcasting
Jul 14, 2016 21:54:59 GMT -6
Post by frozendm on Jul 14, 2016 21:54:59 GMT -6
Spellcasting
Here we will go over in detail how spellcasting will be used throughout this forum experience.
Spellcasting can be split between two different primary groups. The first being Prepared Spellcasting and the second being Known Spellcasting.
1. Known Spellcasters
Known spellcasters are characters that are able to cast any spell they have at any time, and typically have far more limited options of which spells they can use.
The list of Known spellcasters are: Bard, Fighter, Ranger, Rogue, Sorcerer, and Warlock.
These spellcasters are highly recommended for new players as casting their spells are much more versatile than prepared casters. However this versatility in how they can use their spells are traded off by how few spells they are allowed to know as determined by their own class table.
Casting a spell with Known spellcasters is as simple as naming the spell you would like to cast and naming any targets it has. This will also be limited by your available spell slots, but this will be covered in a later section.
2. Prepared Spellcasters
Prepared spellcasters are in a very different boat than known spellcasters as they must determine each day. This list of prepared spells can be changed after a long rest.
The list of Prepared spellcasters are: Cleric, Druid, Paladin, Ranger, and Wizard.
All spellcasters of this type must list at the bottom of each post the spells that they currently have prepared. This will be my way of keeping Player Characters honest during the game.
Each class has a number of spells they can prepare. The number of spells you can prepare are as follows
3. Cantrips
A cantrip is the most basic spell a spellcaster can learn. These spells can be cast at any time without need for a spellslot. A cantrip's spell level counts as 0 for any purposes requiring it.
4. Spell Slots
Every spell has a level from 0, being cantrips the most basic spells, to 9, being the most powerful spells available. To cast a spell of a certain level you must expend a spell slot of equivalent level. Example, in order to cast a fireball, a third level spell, you must expend a level 3 spell slot. This spell slot is then expended and cannot be regained until after a long rest.
Casting Spells at higher levels
Some spells may be cast at levels higher than their base spell level. These spells may also expend any spell slot that is above their starting spell level to create a more powerful effect. When cast at a higher spell slot the spell is then considered that level. An example would be casting magic missile using a 2nd level slot, this would then treat the spell as a level 2 spell instead of a 0 level or cantrip as per usual.
5. Ritual Spells
Some spells are tagged as ritual spells. These spells can instead be cast as rituals using the following rules.
The spells take 10 ten minutes longer to cast than normal.
It no longer takes up a spell slot, but it may not be cast at a higher level.
To cast a spell as a ritual spell the spellcaster must have a feature granting them the ability to do so, an example of this is the wizard, while the druid and cleric do not have this feature.
6. Spell Components
Each spell has different components to make the spell work. These components are as follows.
(V) Verbal- A specific word or chant that brings out the spells power. Thus speech is required to cast the spell.
(S) Somatic- A specific gesture or movements that allow the spell to function. Thus at least one free hand is required to cast the spell.
(M) Material- A set of particular objects specified by the spell in order to power the spell. These items are often simply assumed to be on the character's person by use of a component pouch or spellcasting focus. However, if the spell lists a gold cost for the component the component must be carried by the character in order for the spell to function. If the material is consumed by the spell it must be provided each time the spell is cast. A free hand must be available to reach the component in order to cast this spell.
7. Spell Qualities
Each spell has many different qualities that define the spell other than simply the name and description of what the spell does. These qualities simplify what it is capable of in a much shorter manner.
Casting Time
The amount of time is required to cast the spell, primarily casting times will require one action, but the are some spells that may be cast as reactions, bonus actions, or even longer. For more details on these actions read up on the Rolling Dice and Getting Started section of this forum.
Duration
The duration for a spell determines how long the spell will last in a length of time. A spell may last several hours, or instead may only be instantaneous and it's effects happen immediately.
Range
The distance a spell may be cast from.
Targets
The type and number of targets a spell may effect. To target a creature you must have a clear path to the target, you cannot target something that you cannot see.
Saving Throw
If a spell has a negative effect, many spells will require some sort of saving throw. This is to prove if the spell was strong enough to effect the target of the spell.
Attack Roll
Some spells are effectively attacks made against other creatures. These will use the spell attack modifier and be otherwise treated as typical attack rolls, and as attack rolls you will roll both the dice for the attack, and the damage for these spells while you are casting them.
8. Concentration
Some spells may have a duration that involves concentration. These spells require more effort to continue their duration than other spells, effectively you must concentrate on them to keep them active.
Your concentration may be broken by any of the following methods.
Casting Another spell that requires Concentration: Only one spell may be concentrated on at any given time.
Taking Damage: Whenever you take damage you must make a concentration check of 10 or half the damage you take, whichever is higher. If you take damage from multiple sources you must roll for each source. If at any time you fail this roll you lose your concentration.
Being Incapacitated or Killed: It is impossible to continue a spell when you are knocked out or dead.
Here we will go over in detail how spellcasting will be used throughout this forum experience.
Spellcasting can be split between two different primary groups. The first being Prepared Spellcasting and the second being Known Spellcasting.
1. Known Spellcasters
Known spellcasters are characters that are able to cast any spell they have at any time, and typically have far more limited options of which spells they can use.
The list of Known spellcasters are: Bard, Fighter, Ranger, Rogue, Sorcerer, and Warlock.
These spellcasters are highly recommended for new players as casting their spells are much more versatile than prepared casters. However this versatility in how they can use their spells are traded off by how few spells they are allowed to know as determined by their own class table.
Casting a spell with Known spellcasters is as simple as naming the spell you would like to cast and naming any targets it has. This will also be limited by your available spell slots, but this will be covered in a later section.
2. Prepared Spellcasters
Prepared spellcasters are in a very different boat than known spellcasters as they must determine each day. This list of prepared spells can be changed after a long rest.
The list of Prepared spellcasters are: Cleric, Druid, Paladin, Ranger, and Wizard.
All spellcasters of this type must list at the bottom of each post the spells that they currently have prepared. This will be my way of keeping Player Characters honest during the game.
Each class has a number of spells they can prepare. The number of spells you can prepare are as follows
Cleric | Wisdom Modifier + Cleric Level |
Druid | Wisdom Modifier + Druid Level |
Paladin | Charisma Modifier + 1/2 of Paladin Level rounded down |
Wizard | Intelligence Modifier + Wizard Level |
3. Cantrips
A cantrip is the most basic spell a spellcaster can learn. These spells can be cast at any time without need for a spellslot. A cantrip's spell level counts as 0 for any purposes requiring it.
4. Spell Slots
Every spell has a level from 0, being cantrips the most basic spells, to 9, being the most powerful spells available. To cast a spell of a certain level you must expend a spell slot of equivalent level. Example, in order to cast a fireball, a third level spell, you must expend a level 3 spell slot. This spell slot is then expended and cannot be regained until after a long rest.
Casting Spells at higher levels
Some spells may be cast at levels higher than their base spell level. These spells may also expend any spell slot that is above their starting spell level to create a more powerful effect. When cast at a higher spell slot the spell is then considered that level. An example would be casting magic missile using a 2nd level slot, this would then treat the spell as a level 2 spell instead of a 0 level or cantrip as per usual.
5. Ritual Spells
Some spells are tagged as ritual spells. These spells can instead be cast as rituals using the following rules.
The spells take 10 ten minutes longer to cast than normal.
It no longer takes up a spell slot, but it may not be cast at a higher level.
To cast a spell as a ritual spell the spellcaster must have a feature granting them the ability to do so, an example of this is the wizard, while the druid and cleric do not have this feature.
6. Spell Components
Each spell has different components to make the spell work. These components are as follows.
(V) Verbal- A specific word or chant that brings out the spells power. Thus speech is required to cast the spell.
(S) Somatic- A specific gesture or movements that allow the spell to function. Thus at least one free hand is required to cast the spell.
(M) Material- A set of particular objects specified by the spell in order to power the spell. These items are often simply assumed to be on the character's person by use of a component pouch or spellcasting focus. However, if the spell lists a gold cost for the component the component must be carried by the character in order for the spell to function. If the material is consumed by the spell it must be provided each time the spell is cast. A free hand must be available to reach the component in order to cast this spell.
7. Spell Qualities
Each spell has many different qualities that define the spell other than simply the name and description of what the spell does. These qualities simplify what it is capable of in a much shorter manner.
Casting Time
The amount of time is required to cast the spell, primarily casting times will require one action, but the are some spells that may be cast as reactions, bonus actions, or even longer. For more details on these actions read up on the Rolling Dice and Getting Started section of this forum.
Duration
The duration for a spell determines how long the spell will last in a length of time. A spell may last several hours, or instead may only be instantaneous and it's effects happen immediately.
Range
The distance a spell may be cast from.
Targets
The type and number of targets a spell may effect. To target a creature you must have a clear path to the target, you cannot target something that you cannot see.
Saving Throw
If a spell has a negative effect, many spells will require some sort of saving throw. This is to prove if the spell was strong enough to effect the target of the spell.
Attack Roll
Some spells are effectively attacks made against other creatures. These will use the spell attack modifier and be otherwise treated as typical attack rolls, and as attack rolls you will roll both the dice for the attack, and the damage for these spells while you are casting them.
8. Concentration
Some spells may have a duration that involves concentration. These spells require more effort to continue their duration than other spells, effectively you must concentrate on them to keep them active.
Your concentration may be broken by any of the following methods.
Casting Another spell that requires Concentration: Only one spell may be concentrated on at any given time.
Taking Damage: Whenever you take damage you must make a concentration check of 10 or half the damage you take, whichever is higher. If you take damage from multiple sources you must roll for each source. If at any time you fail this roll you lose your concentration.
Being Incapacitated or Killed: It is impossible to continue a spell when you are knocked out or dead.