Magic Skills
Magic-related skills are essential for understanding, manipulating, and maintaining magical effects. This page covers Concentration (for maintaining spells) and the four Knowledge skills used to identify and analyze different magic systems.
Concentration
Concentration is a core mechanic for spellcasting that allows a caster to maintain certain spells over time. When casting a spell with a duration of "Concentration," the caster must maintain their focus to keep the spell active.
Core Rules
Maintaining Concentration: - You can maintain concentration on only one spell at a time - If you cast another spell that requires concentration, the previous spell ends immediately - Concentration ends if you are incapacitated or if you die - You can end concentration on a spell at any time (no action required)
Concentration Checks: - When you take damage while concentrating on a spell, you must make a Constitution saving throw to maintain concentration - DC: 10 or half the damage taken, whichever is higher - Success: You maintain concentration on the spell - Failure: The spell ends immediately
Situations Requiring Concentration Checks: - Taking damage (automatic check) - Environmental hazards (GM discretion) - Extreme stress or duress (GM discretion) - Interference from opposing magic systems (see Magic System Interactions) - Saturation from opposing magic systems in the area
Concentration and Magic System Interactions
Opposing Magic Systems: - If you are concentrating on a spell and an opposing magic system is cast nearby: - Arcane spell with Fae magic present: Disadvantage on concentration checks - Divine spell with Infernal magic present: Disadvantage on concentration checks - Fae spell with Arcane magic present: Disadvantage on concentration checks - Infernal spell with Divine magic present: Disadvantage on concentration checks
Interfering Magic Systems: - Interfering magic can force concentration checks as a reaction: - Divine → Fae: Divine caster can force Fae caster to make concentration check - Fae → Infernal: Fae magic can disrupt Infernal concentration - Infernal → Arcane: Infernal magic can disrupt Arcane concentration - Arcane → Divine: Arcane magic can disrupt Divine concentration - DC: 10 + the level of the interfering spell or effect (minimum DC 10)
Enhancing Magic Systems: - Having an enhancing magic system active in the same area may provide bonuses: - Advantage on concentration checks (GM discretion) - Extended duration possibilities (GM discretion)
Area Magic Saturation: - Matching System: Advantage on concentration checks when your spell matches the area's dominant magic system - Opposing System: Disadvantage on concentration checks when your spell opposes the area's dominant system - Neutral Systems: Normal concentration checks
Improving Concentration
Feats: - War Caster: Advantage on Constitution saving throws made to maintain concentration - Resilient (Constitution): Proficiency in Constitution saving throws
Class Features: - Some classes may grant bonuses to concentration checks - Certain magic items may improve concentration ability
Multiclassing Considerations: - When multiclassing, opposing magic systems in your aura can cause concentration complications - See Mana for details on mana in the aura affecting concentration
Knowledge Skills
Four knowledge skills allow casters to identify, understand, and analyze different magic systems. Each skill corresponds to one of the four magic systems and can be used with Detect Magic to gain detailed information about magical effects.
Intelligence (Arcana)
Primary Use: Understanding Arcane magic, magical theory, and magical phenomena.
Typical Applications: - Identifying arcane spells and magical effects - Understanding magical theory and arcane formulas - Analyzing arcane enchantments and magical items - Recognizing arcane magical symbols and runes - Researching arcane magic in libraries or spellbooks
With Detect Magic: - When using Detect Magic and making an Intelligence (Arcana) check, you can determine: - DC 10: Identify that magic is arcane in nature - DC 15: Identify the specific arcane spell or school of magic - DC 20: Determine spell level and approximate caster level - DC 25: Understand the specific arcane formula or method used - DC 30: Identify subtle nuances, modifications, or unique casting methods
Special Uses: - Arcane Enhancement: Can identify when arcane magic is being enhanced by divine magic
Intelligence (Divine) or Religion
Primary Use: Understanding Divine magic, religious practices, deities, and divine phenomena.
Typical Applications: - Identifying divine spells and magical effects - Understanding religious practices and divine rituals - Analyzing divine enchantments and holy items - Recognizing divine symbols and religious iconography - Researching deities, pantheons, and divine lore
With Detect Magic: - When using Detect Magic and making an Intelligence (Divine) or Intelligence (Religion) check, you can determine: - DC 10: Identify that magic is divine in nature - DC 15: Identify the specific divine spell or domain - DC 20: Determine the deity or divine source of the magic - DC 25: Understand the specific divine ritual or method used - DC 30: Identify subtle nuances, divine modifications, or unique manifestations
Special Uses: - Domain Identification: Can identify which deity's domain a divine spell belongs to - Pantheon Knowledge: Understanding relationships between deities - Divine Limits: Can help divine casters understand their daily and instant limits - Healing Restrictions: Understand why divine burns cannot be healed by divine magic
Intelligence (Nature)
Primary Use: Understanding Fae magic, natural phenomena, fey creatures, and nature-based magic.
Typical Applications: - Identifying fae spells and magical effects - Understanding natural phenomena and fey relationships - Analyzing fae enchantments and nature-infused items - Recognizing fey symbols and natural patterns - Researching fey creatures, elementals, and natural magic
With Detect Magic: - When using Detect Magic and making an Intelligence (Nature) check, you can determine: - DC 10: Identify that magic is fae in nature - DC 15: Identify the specific fae spell or natural source - DC 20: Determine the fey entity or natural force providing the magic - DC 25: Understand the specific relationship or pact with the fey source - DC 30: Identify subtle nuances, fey modifications, or unique natural manifestations
Special Uses: - Fey Relationship Identification: Can identify which fey entities are involved in a spell - Natural Magic Sources: Understanding how natural forces contribute to fae magic - Safe Infernal Conversion: Can identify when fae magic is safely channeling infernal mana - Relationship Building: Knowledge helps in forming relationships with fey creatures
Intelligence (Infernallia)
Primary Use: Understanding Infernal magic, demonic pacts, infernal corruption, and infernal phenomena.
Note: Infernallia is a specialized knowledge skill for infernal magic. Some campaigns may use Intelligence (Religion) or a custom skill for this.
Typical Applications: - Identifying infernal spells and magical effects - Understanding demonic pacts and infernal rituals - Analyzing infernal enchantments and corrupted items - Recognizing infernal symbols and demonic iconography - Researching demons, infernal entities, and infernal magic
With Detect Magic: - When using Detect Magic and making an Intelligence (Infernallia) check, you can determine: - DC 10: Identify that magic is infernal in nature - DC 15: Identify the specific infernal spell or demonic source - DC 20: Determine the demonic entity or infernal source of the magic - DC 25: Understand the specific pact or infernal method used - DC 30: Identify subtle nuances, infernal modifications, corruption level, or unique manifestations
Special Uses: - Pact Identification: Can identify which demonic entities are involved in infernal magic - Corruption Assessment: Understanding the level of infernal corruption present - Tolerance Insight: Intelligence (Infernallia) checks can help Infernal casters understand their tolerance limits (though limits remain unknown): - DC 15: General sense if approaching a limit - DC 20: Approximate tolerance for spells of a specific level - DC 25: Precise tolerance for current conditions - Safe Usage: Can identify when infernal magic is being safely channeled through fae magic
Skill Availability: - Warlocks: Typically have access to Infernallia - Other Classes: May require special training, feats, or multiclassing - Arcane Casters: May use Intelligence (Arcana) at disadvantage for infernal identification
Using Detect Magic with Knowledge Skills
Detect Magic reveals the presence of magic within 30 feet. Combined with knowledge skills, it provides detailed information about magical effects.
General Process
- Cast Detect Magic: Use the spell to sense magical auras
- Make Knowledge Check: Use appropriate skill based on magic system detected
- GM Provides Information: Based on check result and DC thresholds
Skill Selection Guide
When detecting magic, choose the appropriate knowledge skill:
| Magic System | Knowledge Skill | Alternative |
|---|---|---|
| Arcane | Intelligence (Arcana) | - |
| Divine | Intelligence (Divine) or Intelligence (Religion) | Wisdom (Religion) for some campaigns |
| Fae | Intelligence (Nature) | Wisdom (Nature) for some checks |
| Infernal | Intelligence (Infernallia) | Intelligence (Religion) at disadvantage, or Intelligence (Arcana) for theory |
Combining Multiple Skills
Some magical effects may involve multiple systems: - Enhanced Spells: May require checks in both systems - Example: Arcane + Divine enhancement requires both Arcana and Divine checks - Multiclass Magic: Identify which system is primary, then check for secondary systems - Mixed Auras: GM may require separate checks for each magic system present
Time Requirements
Standard Identification: - Knowledge check is made as part of the Detect Magic action - No additional time required for basic identification
Detailed Analysis: - Short Analysis: 1 minute of study + knowledge check - Thorough Analysis: 10 minutes of study + knowledge check (Advantage on check) - Research-Level Analysis: 1 hour of study + knowledge check (Advantage, may reveal additional details)
Limitations
Unknown Magic: - Magic from unknown sources may require higher DCs - Unique or experimental magic may require additional research - GM may rule certain effects cannot be fully identified
Opposing/Interfering Systems: - When multiple systems are present, opposing systems may interfere with identification - Interfering systems may obscure or distort magical signatures - May require multiple checks to fully understand
Caster Ability: - Low-level casters may not have sufficient knowledge to identify high-level magic - GM may set minimum level or proficiency requirements for certain identifications
Skill Progression and Training
Proficiency: - Most spellcasters gain proficiency in their primary magic system's knowledge skill - Wizards: Intelligence (Arcana) - Clerics/Paladins: Intelligence (Divine) or Intelligence (Religion) - Druids/Rangers: Intelligence (Nature) - Warlocks: Intelligence (Infernallia) or Intelligence (Arcana)
Multiclassing: - Multiclass characters may gain proficiency in additional knowledge skills - Consider which magic systems you're using when choosing skill proficiencies
Training: - Can gain proficiency through downtime training - Libraries, temples, and magical academies provide training opportunities - Relationships with knowledgeable NPCs can provide training
Expertise: - Bards can gain Expertise in knowledge skills - Rogues (through Expertise) can also excel at identifying magic - Some feats may grant Expertise or bonuses
Practical Examples
Example 1: Identifying an Arcane Enchantment
Situation: A wizard uses Detect Magic on a magical sword.
Process: 1. Cast Detect Magic - detects magical aura (evocation school) 2. Make Intelligence (Arcana) check: - Roll 18: Identifies the spell as Magic Weapon (2nd level arcane) - Determines it's been enhanced with divine magic (requires DC 20 Divine check separately) 3. Additional analysis reveals the enhancement is stable and safe
Example 2: Detecting Fae Magic with Infernal Enhancement
Situation: A druid detects magic in an area where a fae spell was enhanced with infernal mana.
Process: 1. Cast Detect Magic - detects two overlapping magical auras 2. Make Intelligence (Nature) check: - Roll 22: Identifies primary fae spell (Call Lightning) - Recognizes infernal mana is present but safely channeled (no corruption risk) 3. Make Intelligence (Infernallia) check: - Roll 15: Confirms infernal source but notes it's been safely converted 4. Conclusion: Safe combination, no danger from infernal corruption
Example 3: Identifying Divine Burns
Situation: A healer examines a divine caster who exceeded their limits.
Process: 1. Cast Detect Magic - detects residual divine energy causing burns 2. Make Intelligence (Divine) check: - Roll 20: Identifies the burns as divine energy backlash - Recognizes that divine healing cannot cure these burns 3. Recommendation: Use fae magic or natural recovery for healing
Spellcraft
Spellcraft is an Intelligence-based skill used to improvise magical effects when a caster (or anyone with a mana pool) wants to produce a magical effect but does not have a spell that will do so. This skill represents a caster's ability to manipulate raw magical energy and shape it into desired effects through understanding, experimentation, and creative application of magical principles.
Core Mechanics
Skill Type: Intelligence (Spellcraft)
Who Can Use: Anyone with a mana pool can attempt Spellcraft checks, but full casters are trained in this skill and gain proficiency automatically.
Proficiency: Full caster classes (Mages, Clerics, Warlocks, Druids, Bards) automatically gain proficiency in Spellcraft.
When to Use Spellcraft
Spellcraft is used when you want to: - Create a Custom Effect: Produce a magical effect that doesn't exist as a spell in your known spells - Modify an Existing Spell: Alter a spell's effects in ways not covered by standard spell modifications - Combine Spell Effects: Create a new effect by combining aspects of multiple spells - Replicate a Spell You Don't Know: Attempt to replicate a spell's effect without knowing the spell - Create a Spell-Like Effect: Produce a magical effect that operates like a spell but isn't a formal spell
Spellcraft Check Process
- Describe the Desired Effect: The player describes what they want to accomplish with magic
- GM Determines DC: The GM sets a DC based on the complexity, power, and scope of the desired effect
- Make Spellcraft Check: The player makes an Intelligence (Spellcraft) check
- Determine Results: Based on the check result, the effect may succeed, partially succeed, or fail
DC Guidelines
The GM sets the DC based on the desired effect's characteristics:
| Effect Complexity | DC Range | Example |
|---|---|---|
| Simple | DC 10-15 | Minor sensory effect, small light, simple gust of wind |
| Moderate | DC 15-20 | Creating a small magical barrier, minor healing, simple illusion |
| Complex | DC 20-25 | Replicating a 1st-3rd level spell effect, combining two spells |
| Very Complex | DC 25-30 | Replicating a 4th-6th level spell effect, major spell modifications |
| Extremely Complex | DC 30+ | Replicating a 7th-9th level spell effect, creating new spell types |
Additional DC Modifiers: - +5 DC: Effect is outside your primary magic system (e.g., Arcane caster trying to create a Divine effect) - +2 to +5 DC: Effect is significantly different from your known spells - -2 to -5 DC: Effect closely matches a spell you know or is within your specialty - +5 DC: Attempting to create an effect that would normally require a spell slot higher than your current maximum - +10 DC: Attempting to create an effect that would normally require a spell slot 2+ levels higher than your current maximum
Resource Costs
Mana/Spell Slot Cost: When you successfully use Spellcraft to create an effect, you must still pay the resource cost: - Arcane/Divine/Infernal: Pay mana equal to the spell level the effect would normally require - Fae: Expend a spell slot equal to the spell level the effect would normally require - Minimum Cost: Even simple effects cost at least 1 mana or 1st-level spell slot
Example: A Mage successfully uses Spellcraft (DC 20) to create a magical barrier effect similar to Shield. They must pay 1 mana (1st level spell cost) to maintain the effect.
Success and Failure
Success (Meet or Exceed DC)
Complete Success: The effect works exactly as intended.
Partial Success (DC -1 to -3): The effect works but with limitations: - Reduced duration (half normal) - Reduced range or area - Minor side effects or imperfections - Requires concentration to maintain
Near Success (DC -4 to -5): The effect partially works but is unstable: - Significantly reduced duration or range - Notable side effects - Requires concentration to maintain - May fail under stress
Failure (Below DC)
Near Failure (DC -1 to -3): The effect fails but: - No resource cost expended - No negative consequences - May provide hints about what went wrong
Failure (DC -4 to -9): The effect fails completely: - Resource cost expended (mana or spell slot wasted) - No effect created - May create minor unintended side effects
Critical Failure (DC -10 or worse, or natural 1): Catastrophic failure: - Resource cost expended - May cause damage to the caster (1d6 per spell level attempted) - May create dangerous unintended effects - May trigger magic system interaction consequences (if mixing systems)
Limitations
System Restrictions: - You cannot use Spellcraft to create effects that fundamentally violate your magic system's nature - Example: Arcane casters cannot use Spellcraft to create true resurrection (requires Divine magic) - Example: Fae casters cannot use Spellcraft to create teleportation effects (not available in Fae magic)
Opposing Magic Systems: - Attempting to create effects from opposing magic systems is extremely difficult (+10 DC or impossible at GM discretion) - Example: Arcane caster trying to create a Fae healing effect faces severe penalties
Spell Level Limits: - You cannot use Spellcraft to create effects that would require spell slots higher than your maximum spell level - Attempting to exceed your limits incurs severe penalties (+10 DC minimum)
Time Requirements: - Simple effects: 1 action (same as casting a cantrip) - Moderate effects: 1 action (same as casting a spell) - Complex effects: 1 action + bonus action, or 1 full round - Very complex effects: Multiple rounds of concentration
Improving Spellcraft
Proficiency: Full casters automatically gain proficiency in Spellcraft.
Expertise: Some classes (Bards, Rogues) can gain Expertise in Spellcraft, doubling their proficiency bonus.
Feats: Some feats may grant bonuses to Spellcraft checks or allow Spellcraft to be used in new ways.
Class Features: Some classes may grant bonuses to Spellcraft checks for specific types of effects.
Magical Research: Studying spellbooks, researching magical theory, and experimenting can provide bonuses to Spellcraft checks for related effects.
Magic System Interactions
When using Spellcraft, magic system interactions still apply: - Opposing Systems: Creating effects from opposing systems is extremely difficult (+10 DC) - Enhancing Systems: Creating effects using enhancing systems may provide bonuses (-2 to -5 DC) - Interfering Systems: Interfering systems may disrupt Spellcraft attempts (GM discretion)
Examples
Example 1: Simple Spellcraft
Situation: A Mage wants to create a small magical light that changes colors.
Process: 1. Player describes: "I want to create a small light that cycles through colors." 2. GM determines: Simple effect, similar to Light but with color-changing, DC 12 3. Player makes Intelligence (Spellcraft) check: Roll 15 + proficiency + Intelligence modifier 4. Result: Success! The effect works. Cost: 0 mana (cantrip-level effect)
Example 2: Moderate Spellcraft
Situation: A Cleric wants to create a healing effect that removes poison, but doesn't know Lesser Restoration.
Process: 1. Player describes: "I want to heal this poisoned ally and remove the poison." 2. GM determines: Replicating Lesser Restoration (2nd level), DC 18 3. Player makes Intelligence (Spellcraft) check: Roll 20 + proficiency + Intelligence modifier 4. Result: Success! The effect works. Cost: 2 mana (2nd level spell cost)
Example 3: Complex Spellcraft with Failure
Situation: A Warlock wants to create a barrier that blocks both physical and magical attacks.
Process: 1. Player describes: "I want to create a barrier that blocks both weapons and spells." 2. GM determines: Combining Shield and Counterspell effects, very complex, DC 25 3. Player makes Intelligence (Spellcraft) check: Roll 18 + proficiency + Intelligence modifier = 22 4. Result: Failure (3 below DC). Resource cost expended (3 mana), no effect created.
Related: Magic System Interactions | Mana | Arcane Magic Overview | Infernal Magic Overview | Fae Magic Overview | Divine Magic Overview