| name | magic |
| description | Handle spellcasting, ritual magic, magical item use, and wild magic events. Use this when the player wants to cast a spell or use magic. |
Magic & Spellcasting
Handle all magical actions — spellcasting, ritual magic, magical item use, and wild magic events.
Table of Contents
Workflow Checklist
Copy this checklist and mark each step complete as you go:
- [ ] 1. Load caster state (class, ability, spells, slots, concentration)
- [ ] 2. Identify or suggest the spell
- [ ] 3. Check spell slot availability (cantrip / slot / upcast)
- [ ] 4. Resolve the spell (attack roll, saving throw, healing, AoE, concentration)
- [ ] 5. Apply cantrip scaling (if cantrip)
- [ ] 6. Reference spells.md for spell details
- [ ] 7. Roll wild magic surge (if Wild Magic Sorcerer)
- [ ] 8. Update state (slots, HP, concentration, conditions, XP)
1. Load Caster State
Read the character file to determine:
- Spellcasting class and ability (INT for Wizard, WIS for Cleric/Ranger/Druid, CHA for Bard/Sorcerer/Warlock/Paladin)
- Known/prepared spells and cantrips
- Available spell slots by level
- Spell attack bonus:
proficiency + spellcasting modifier
- Spell save DC:
8 + proficiency + spellcasting modifier
- Any active concentration spells
2. Spell Selection
If the player names a specific spell, use it. If they describe an effect, suggest the closest matching spell from their known/prepared list.
If the player wants to cast a spell they don't know: "You don't have that spell prepared/known. Here's what you can cast..." and list options.
3. Spell Slot Check
- Cantrips: Always available, no slot needed
- Leveled spells: Require and consume a spell slot of the spell's level or higher
- If no slots remain: "You've exhausted your magical reserves. You need to rest to recover spell slots."
- Upcasting: If cast at a higher slot level, apply enhanced effects (extra damage die, additional targets, etc.)
4. Resolve the Spell
Open the scene with a header banner (see RULES.md § "Display Formatting — Scene Banners") using the ✨ MAGIC EVENT scene type if this is a significant spell outside of combat. During combat, skip the banner — the combat scene is already open.
Spell Attack Rolls
For spells requiring an attack roll, display a spell card (see RULES.md § "Display Formatting — Spell Cards") for significant spells (AoE, dramatic moments, rituals). Use inline roll format for cantrips and simple attacks.
🎲 d20 + spell attack bonus vs target AC
→ Hit: Roll damage
→ Miss: Spell fizzles against the target
→ Nat 20: Critical — double damage dice!
Saving Throw Spells
For spells requiring the target to save:
Target must make a [Attribute] saving throw:
🎲 d20 + target's [Attribute] modifier = [total] vs your Spell DC [dc]
→ Fail: Full effect
→ Save: Half damage / reduced effect / no effect (spell-dependent)
Healing Spells
Roll the specified healing dice:
🎲 [dice] + spellcasting modifier = [total] HP restored
[Character] HP: [old] → [new] / [max]
Area of Effect
For AoE spells, each creature in the area makes a saving throw individually. Roll for each and narrate the results.
Concentration
If the spell requires concentration:
- Note it as active on the character
- If the caster takes damage, they must make a Constitution saving throw:
- DC = 10 or half the damage taken, whichever is higher
- Failure: Spell ends immediately
- Only one concentration spell at a time — casting another ends the first
5. Cantrip Scaling
Cantrip damage scales with character level (not class level):
| Character Level | Cantrip Dice |
|---|
| 1–4 | 1 die |
| 5–10 | 2 dice |
| 11–16 | 3 dice |
| 17+ | 4 dice |
6. Spell Compendium
Refer to spells.md for the full spell compendium (cantrips through 3rd level). Generate additional spells as needed, following the power curve and slot-level guidelines.
7. Wild Magic (Sorcerer — Optional)
When a Wild Magic Sorcerer casts a sorcerer spell of 1st level or higher, roll a d20. On a 1, a Wild Magic Surge occurs — roll on the surge table in wild-magic.md.
8. Update State
After spellcasting:
- Deduct the spell slot used from the character file
- Update HP if healing or damage occurred
- Note active concentration spells
- Record any conditions applied to enemies/allies
- Award XP for creative spell use (25–50 XP)
- If a header banner was opened, close with a status footer (see
RULES.md § "Display Formatting — Scene Banners")