Version: 0.2 BETA
This section summarizes the statistics that determine success in casting, and then details how to use.
A casting roll represents your attempt to invoke a spell on your turn in a round. When you make a casting roll, you roll a d20 and add your casting bonus. (Other modifiers may also apply to this roll.) If your result equals or beats the spell's casting DC, you cast the spell normally.
A natural 1 (the d20 comes up 1) on a casting roll is always a miscast. A natural 20 (the d20 comes up 20) is always a successful cast (subject to other miscast chances.)
Your casting bonus is:
Base casting bonus + casting class's ability modifier
A base casting bonus is a casting roll bonus derived from character class and level or creature type and Hit Dice (or combinations thereof). Base casting bonuses increase at different rates for different character classes and creature types. Base casting bonuses gained from different sources, such as when a character is a multiclass character, stack.
Full casting classes, such as Sorcerers, Wizards, and Clerics, have a full Base Caster Bonus rate. Partial casting classes, such as Paladins and Rangers, have a half Base Caster Bonus rate. Non-casting classes, such as Fighters, Rogues, and Barbarians, have a nil Base Caster Bonus Rate.
There are three parts of spell casting that may be affected by an ability score. The minimum ability score to cast a level, the bonus to spells per day, and the bonus to spell DC. The ability that a class uses for the minimum ability score to cast a spell is the one used for adding its bonus to cast.
The base DC of a spell is:
12 + (3 * spell level)
Achiving this DC will cast this spell at its minimum caster level. For each 1 that you beat this DC, you add one to the caster level of the spell until you reach your character's caster level. If you beat the DC by 2 more than needed to reach full caster level, you add 1 to the spell's save DC. If you beat the DC by 4 more than needed to reach full caster level, you add 2 to the spell's save DC. If you beat the DC by 5 to 10 more than needed to reach full caster level, you add 2 to the spell's save DC and one bonus caster level for each past the 5 over. For every two you beat this DC, you add 1 to the spell's save DC for up to another two times.
|DC||Results||Caster Level||Save DC|
|17 or less||Spell miscast (failure)||-||-|
|36 or higher||Success||13||19|
Sticks, Staves, and other weapons can also be crafted into special Magic Wands. In the way that weapon enhancement bonuses can be added to a weapon, casting enhancement bonuses can be added to weapons or wands. This bonus is added to the Casting Roll. Metamagic feats may be crafted into wands at the same cost as adding enhancement bonuses to the wand. The level modifier of the feat is the bonus to the weapon. Thus, Silent Spell is a +1 bonus to the wand while Maximize Spell is a +3 bonus to the wand.
Spontaneous casters may apply a feat in a wand as part of casting the spell with no casting time penalty, but they must still apply the level modification. Prepared casters may apply a feat in a wand, but they must both prepare the spell while weilding the wand, and use a wand containing the feat while casting the spell.
When a spell is cast, it is not used up from their "Spells per day," They may use the spell again the next round, but they must make a new Casting Roll for success.
Prepared caster's "Spells per day" becomes "Maximum Spells known per day", they need 8 hours of rest and 1 hour of study time to replace their known spells. They may leave slots open to prepare at a later time, but replacement requires rest.
Spontaneous casters do not have spell casting times modified while applying metamagic feats they know to their spells.
Casting Focus: You gain a +1 bonus to your Casting Rolls.
Improved Casting Focus: You gain a +1 bonus to your Casting Rolls, Prereq: you must have 8 levels in a Base casting class.