Spellcraft
Spellcraft is an Attribute which describes your skill at working with spells. It is vital to spellcasting of any kind.
Uses
Cast a Spell
All spells require a Spellcraft check to cast, with a DC of 10 + 5 per rank of the spell. If you have mastered a particular spell (i.e., it is a listed power that you have purchased), you may assume automatic success on this check when there are no other factors (such as taking damage during casting, casting under duress, etc). Non-mastered spells always require a check. Failure means the spell is lost, and can even lead to mishaps. Casting a spell provokes attacks of opportunity.
Note: your Spellcraft check sets the DC for avoiding or countering your spell, so always roll the check, even when assuming success on the casting itself. A higher result makes the spell harder to avoid, and a high roll can lead to critical effect. You cannot take 10 on this check whether success is automatic or not (unless granted such ability by a feat or power).
General modifiers applying to most Spellcraft checks:
- For each technique involved in the spell that you do not know, suffer -5.
- For each power skill involved in the spell that you do not know, suffer -10 per rank of difference.
- For each casting component (verbal/somatic) that is foregone, suffer -5. (Applies to identifying the spells of others; Spellcraft does not have an automatic use to forego components)
- When identifying a spell, if you are not observing it in the process of being cast, suffer -10.
Identify a Spell
At-will, free, long range; you identify one spell as it is being cast, or as you observe the effect. Roll a Spellcraft check, of the same DC as casting the spell, subject to general modifiers. On success, you identify the spell's effects and target.
Counterspell
Requires a readied action of the same type as the enemy's spell. Roll opposed Spellcraft against an enemy caster, subject to general modifiers. You must be within range of the caster or target (the range being specified by the spell being cast).
Dispel
At-will, swift, short range; roll opposed Spellcraft against an ongoing spell effect (vs. the original DC). You need not spend Mana, but for each point you don't spend, relative to the spell's cost, suffer -10 to the check. On success, the spell ends immediately.
Metamagic
There exist several "metamagic" techniques, which are augmentations of any spell, increasing the Spellcraft DC, but modifying the spell in some beneficial way. You may attempt any of these, although some Feats or Powers may make them easier.
- Still Spell: The spell requires no somatic components. DC +5
- Silent Spell: The spell requires no verbal components. DC +5
- Empower Spell: Increase spell's damage by +100%. Does not increase DC, but costs 1 extra Mana. Stackable.
- Enlarge Spell: Increase spell's range by one category, or doubles (stacks exponentially) if already long. Does not increase DC, but costs 1 extra Mana per stack.
- Extend Spell: Increase spell's duration by +100%, costs 1 Mana per stack.
- Widen Spell: Increase area spell's area (+1 if burst/circle/emanation, +2 if cone, +5 if line, +3 square if complex). Costs 1 Mana per stack.