Casting Roll (CR)

An casting roll (CR) determines the success of a character’s spellcasting. Roll a d20 and try to meet or exceed the target value, which represents the character’s current casting capability. Higher CR values make success more difficult.

The casting roll is made by the player using a d20. On a successful roll, the spell acts as intended. On a failed roll, the spell’s effects may be reduced or halved, as determined by the Game Master (GM). Other factors, such as terrain, status effects, magical abilities, or other situations, may also influence the outcome. For details on specific adjustments, see CR adjustments.

If the result is a natural 20 or a natural 1, the player immediately makes an additional roll on the appropriate table: Critical Spell Hit for a natural 20, or Critical Spell Miss for a natural 1. These tables are handled by the GM, who shares the results of the second roll; the roll itself is made by the player.

Example: A wizard casts a spell with a CR of 12. The GM determines that no additional adjustments apply. To succeed, the wizard must roll 12 or higher on a d20. If the roll fails, the spell’s effects may be reduced by half.

Progression by Level

As characters gain experience, CR improves: every 2 levels, the base CR increases by 1. Additional bonuses may come from talents, expertise in magical skills, or equipped items.