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Infinite Magic

This document outlines rules for spellcasting checks in a roleplaying game. It provides the spellcasting difficulty (DC) for different spell levels from cantrips to 9th level spells. When casting a spell, the caster declares the spell slot level and makes a check against the DC. On a success, the spell takes effect, and on a failure the caster gains a level of exhaustion. Rolling a 20 is an automatic success and a 1 is an automatic failure regardless of modifiers or DC. Maintaining a variable called fatigue that adds to the DC for each spell cast, representing spellcasting exertion. The duration of some spells can be extended to 1 minute concentration at the cost of increasing the spell slot level used and risk

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Colby Savell
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0% found this document useful (0 votes)
339 views2 pages

Infinite Magic

This document outlines rules for spellcasting checks in a roleplaying game. It provides the spellcasting difficulty (DC) for different spell levels from cantrips to 9th level spells. When casting a spell, the caster declares the spell slot level and makes a check against the DC. On a success, the spell takes effect, and on a failure the caster gains a level of exhaustion. Rolling a 20 is an automatic success and a 1 is an automatic failure regardless of modifiers or DC. Maintaining a variable called fatigue that adds to the DC for each spell cast, representing spellcasting exertion. The duration of some spells can be extended to 1 minute concentration at the cost of increasing the spell slot level used and risk

Uploaded by

Colby Savell
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as DOCX, PDF, TXT or read online on Scribd
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Spellcasting Difficulty

Spell Slot
Level

DC

Cantrip

1st

10

2nd

12

3rd

15

4th

17

5th

20

6th

22

7th

25

8th

27

9th

30

You then declare to your DM what spell slot you'll cast your spell at before making
your spellcasting check. On a success, your spell takes effect. On a failure, you gain
one level of exhaustion. You remove a level of exhaustion for every hour you take a
short rest, or remove all of them at the end of a long rest.

Rolling a 1 or a 20
If the d20 roll for a spell is a 20, the spell is successful regardless of any modifiers or
the DC. If the d20 roll for a spell is a 1, the spell fails regardless of any modifiers or
the DC.

Fatigue
When you successfully cast a spell, you also increment a variable called fatigue.
Your fatigue equals the total combined levels of all the spells you cast (cantrips are
level 0). You add your fatigue to the DC of any spells you cast. For instance, if you
already cast three 1st-level spells and two 2nd-level spells, you will add a +7 to the
DC of all future spellcasting checks. If you wanted to cast a 1st-level spell, the DC
would be 17 instead of 5. Your fatigue drops to 0 at the end of a long rest.

Concentration
You can increase the duration of any spell that has a duration of "Instantaneous" or
"1 round" to "Concentration, for 1 minute". The spell counts as one spell slot higher
(from a cantrip to a 1st-level spell and a 3rd-level spell to a 4th-level spell). While
concentrating, you can use your action to cast the spell again without making a
spellcasting check. The spell ends if you use your action to do anything else.

However, if you increased the duration and your concentration at any time is
broken (instead of you ending it or 1 minute passing), you gain one level of
exhaustion.

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