Taking 10 on Spellcraft Checks to Learn a Spell?

demon_jr

First Post
During last game session, the party wizard was trying to learn a new spell from a recently acquired spellbook. Strangely enough, this was the first time this question had been brought to the table.

Our DM ruled that, in regards to learning a spell using the spellcraft skill, a 10 should not be allowed.

I don't normally play wizards, but from my understanding, once a wizard reaches fairly decent levels and has a decent spellcraft rank, most spells shouldn't be to difficult to learn and in some cases, the only way to fail would be to roll a 1, for the lowest level spells.

If my above statement is correct, taking 10 really wouldn't matter then, for lower level spells, since a decent wizard would most likely be able to learn them. All taking 10 would really do is prevent that pesky 1 from creeping up, if my understading is correct.

I'm fine with my DM's ruling, being ambivalent, but I'm curious as to how other groups handle this.
 
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Yes, you can take 10 on a Spellcraft check when attempting to learn a new spell. And a roll of 1 is not an automatic failure, either, as long as your modifier + that 1 meets or exceeds the DC.
 

I agree with everything Dr. Z said. Even with an automatic chance of succeeding on lower-level spells, the time and materials cost still make it pretty balanced.

In our campaign, we play a roll of 1 is only an automatic failure on saving throws (an 20 an auto success). For everything else, it's not.
 


You certainly can take 10 on that Spellcraft check.

You can take 10 on any skill check, as long as you are not threatened or distracted. Any exceptions are stated in the skill description (as with Use Magic Device), and Spellcraft has no such statement.

Perhaps your DM is confusing this with the rule on taking 20; you cannot take 20 on this check because there is a consequence for failure.
 

In my opinion, I believe that one of the reasons my DM ruled that way was to promote more enjoyment of the game.

It was not stated in so many words, but I believe many people within my gaming group feel that there are certain things within the game that should not be "automatic" successes.

One of these things would be the ability to learn spells. I believe that my DM was trying to convey the sense of "specialness" and "magic" that comes from learning a new spell, by not allowing taking a 10 on a spellcraft check. When a player rolls the dice, there is that sense of randomness and excitement, that can be lost when a 10 is taken.

However, as I said before, I am ambivalent to the situation and am perfectly happy with my DM's ruling, but I am curious if there is anything in the rules that explicitly states that a 10 can be taken on spellcraft check in regards to learning a spell.
 

AuraSeer said:
You certainly can take 10 on that Spellcraft check.

You can take 10 on any skill check, as long as you are not threatened or distracted. Any exceptions are stated in the skill description (as with Use Magic Device), and Spellcraft has no such statement.

There is an exception to this rule - you cannot take 10 on Knowledge checks. This is explicitly mentioned in the PHB.
 


demon_jr said:
[...]I am curious if there is anything in the rules that explicitly states that a 10 can be taken on spellcraft check in regards to learning a spell.
That's not how the rules work; they don't explicitly state every possible situation that is allowed. Instead, they give general rules, and then note any exceptions.

The general rule is that you can take 10 whenever you're not distracted. Spellcraft is not one of the listed exceptions. Therefore you can take 10 on Spellcraft checks.


[edited to fix typo]
 
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