Spellcast Roll
Spellcast Rolls are a type of action roll used when you’re creating significant magical effects (typically with a domain card). To make a Spellcast Roll, your character must have a subclass that gives you a Spellcast trait (which you can find on the subclass foundation card). You use that trait when you make a Spellcast Roll. Like other trait rolls, Spellcast Rolls can have a set Difficulty, such as “Spellcast Roll (14)”.
If a Spellcast Roll can damage a target, it’s also considered an attack roll.
You can’t make a Spellcast Roll unless you use a spell that calls for one, and the action you’re trying to perform must be within the scope of the spell. You can’t just make up magic effects that aren’t on your character sheet or cards. However, at the GM’s discretion, they might allow you to creatively apply an existing spell in an unusual way. Remember that you can always flavor your magic to match the character you’re playing, but that flavor won’t give you access to new effects.
Example 1: A sorcerer is trying to reach a cliff high above him and doesn’t have a spell or ability that lets him get there. He can’t make a generic Spellcast Roll to have magic lift him up into the air and fly him to the cliff; he needs a specific spell or ability to accomplish this task.
Example 2: To explain why their “Rune Circle” spell gives them protection from adversaries, a wizard wants to flavor that spell as an eruption of sparks from their wand that forms a galloping stallion circling around them. That’s awesome and should be highly encouraged, but if dealing extra damage to an adversary because of this narration falls outside the scope of the spell.
When you cast a spell, the text tells you when the effect expires. It might be temporary (in which case the GM can spend Fear to end the spell), it might end at the next rest, or it might have another duration. If the spell doesn’t note an expiration, you choose when to end it, or it ends when the story changes in a way that would naturally stop the effect. If you ever want to end a spell earlier than its normal expiration, you can always choose to do so. Unless the spell says otherwise, you can cast and maintain the effects of more than one spell at the same time.
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