Spellcasting Checks


The spellcasting check does not determine whether the spell succeeds or not. Rather, it is used to measure how efficacious the spell is. Your spellcasting check bonus is calculated as follows:

Spellcasting check bonus = your proficiency bonus +
your spellcasting ability modifier

The result of the spellcasting check can fall under one of five categories: limited success, moderate success, equal, strong success, and overwhelming success, depending on how your result compares to the difficulty of the spell, which is equal to 8 + the spell’s level. To determine the success level, compare your check result with the spell’s difficulty using the Spell Success table below.

Spell Success
Check
Result
Success Level
Half the spell’s
difficulty (or less)

Limited success
Less than the
spell’s difficulty

Moderate success
Equal to the
spell’s difficulty

Equal
More than the
spell’s difficulty

Strong success
Twice the spell’s
difficulty (or more)

Overwhelming success

Limited success. A spell that was only cast with limited success had something go wrong in the process. If you choose to finish the spell, you must pay half the spell’s spell point cost (rounded up) again. Additionally, the effects of a moderate success also apply.

Moderate success. A moderately successful spell is not as potent as it could be. Any variable effects of the spell deter-mined by dice are halved. For example, a healing spell would only heal half as much.

Equal. A spell that was cast with a check equal to its difficulty functions exactly as intended.

Strong success. A strong success indicates that you were able to channel more magic into the spell. Whenever you roll for a variable effect of the spell, you treat any 1 on a die as a 2.

Overwhelming success. When you cast a spell with overwhelming success, you gain the benefits of a strong success. Additionally, roll 1d4 or choose from the options on the Overwhelming Success Benefit table.


Overwhelming Success Benefit
d4
 result 
Benefit
1 Invigorate. A portion of the magical energy revitalizes you. You regain a number of hit points equal to the spell point cost of the spell.
2 Overcharge. You are able to supercharge the spell. The spell’s variable effects are determined as though it had been cast at one level higher.
3 Shield. You are able to use residual magical energy to shield yourself. The first attack against you before the end of your next turn is made with disadvantage.
4 Economical. You are able to shape the spell using less magic. The spell point cost of the spell is reduced by one third (round down).

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Disclaimer: Dungeon Master’s Workshop is not responsible for the consequences of wielding magic in combat. This goes double for friendly fire. Never drink and spell sling.


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