Tyranthraxus
Explorer
I can see it now. A Group of Emerald Enclave adventurers arrive in the town of Barovia and immediatly setup a Greenhouse safehouse only to have the Plants turn on them all as they sleep and drain them dry of blood.
I can see it now. A Group of Emerald Enclave adventurers arrive in the town of Barovia and immediatly setup a Greenhouse safehouse only to have the Plants turn on them all as they sleep and drain them dry of blood.
Scrolls come with a significant risk of failure for an underleveled caster in 5E.Well OotA had a blurb that encouraged DMs to have the party come across scrolls of Raise Dead if party members dropped in the early stages of the adventure. I wouldn't be surprised if CoS has a similar blurb.
Hopefully, the ALPG 4.0 comes out within the next week so that I have plenty of time to go over the changes before the season starts.
Scrolls come with a significant risk of failure for an underleveled caster in 5E.
In previous edition, the risk was only 5% per caster level missing. Now you need to make a DC 15 spellcasting check: that's easily a 40-50% miscast chance for many characters.
I'd say the probability any such scroll is useless has roughly doubled.
Just a FYI...
Actually it's more like a 25-40% range (~33% avg) of failure in the case of Raise Dead. Since it's a Cleric/Druid spell, you can make the safe assumption of Guidance factoring into the equation. That means that a 1st level Cleric/Druid with Wis 16 will get +6 - +9 on the check. While it's still roughly a 1 in 3 chance that RNGesus will say no, chances are not exactly as bleak as you thought.
With Guidance the Cleric should have a +4 - +7 on the check since they are only getting the +3 from Wisdom and the 1-4 from Guidance.
Why wouldn't a spellcaster be able to add proficiency bonus to a spellcasting check? That makes no sense.
I am not sure why the proficiency bonus would be included, it is an ability check using the spellcasting modifier. This would work much like Counterspell.