Spells: Difference between revisions

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* Casting a spell almost always requires a Standard action. Some combat or defensive spells ([[Feather Fall (Sorcerer/Wizard Spell)]], for example) are immediate actions.  Spells with one or more [[Metamagic Feats]] (see [[Quicken Spell (Feat)]] or [[Multispell (Feat)]]) sometimes have their casting times decreased to swift actions as a result of applying the metamagic feat to them, but they're generally Worth It.
* Casting a spell almost always requires a Standard action. Some combat or defensive spells ([[Feather Fall (Sorcerer/Wizard Spell)]], for example) are immediate actions.  Spells with one or more [[Metamagic Feats]] (see [[Quicken Spell (Feat)]] or [[Multispell (Feat)]]) sometimes have their casting times decreased to swift actions as a result of applying the metamagic feat to them, but they're generally Worth It.


* If a spell is castable as a [[Standard Action]], it can also be cast as the first attack in a [[Full Attack Action]], just as any other standard action attack action (such as a Bull Rush or a Cleave).  It cannot be cast with any attack other than the first one (the one with your highest BAB) in a full attack action.
* If a spell is cast-able as a [[Standard Action]], it can also be cast as the first attack in a [[Full Attack Action]], just as any other standard action attack action (such as a Bull Rush or a Cleave).  It cannot be cast with any attack other than the first one (the one with your highest BAB) in a full attack action.


* To cast a spell, you must be able to speak (if the spell has a verbal component), gesture (if it has a somatic component), and manipulate the material components or focus (if any). Additionally, you must concentrate to cast a spell.  Drawing a material component for a spell (if any) is always treated as part of the action of casting the spell.
* To cast a spell, you must be able to speak (if the spell has a verbal component), gesture (if it has a somatic component), and manipulate the material components or focus (if any). Additionally, you must concentrate to cast a spell.  Drawing a material component for a spell (if any) is always treated as part of the action of casting the spell.
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Casting a spell while on the defensive does not provoke an attack of opportunity. It does, however, require a [[concentration]] check, using your bailiwick skill, to concentrate (DC 10 + (spell level x 4)) to successfully cast the spell. Failure means you are unable to cast the spell, and the memorized spell, or the spell slot, is used up. You also waste the action used to make the attempt.
Casting a spell while on the defensive does not provoke an attack of opportunity. It does, however, require a [[concentration]] check, using your bailiwick skill, to concentrate (DC 10 + (spell level x 4)) to successfully cast the spell. Failure means you are unable to cast the spell, and the memorized spell, or the spell slot, is used up. You also waste the action used to make the attempt.


:* '''Example 1:''' A courageous Sorceror advances into battle to cast a touch spell. They spend a Move action to walk into melee range, and provoke attacks of opportunity from two monsters. One hits, and does damage to the Sorceror. This damage does not affect their spell casting in any way this round.  
:* '''Example 1:''' A courageous Sorcerer advances into battle to cast a touch spell. They spend a Move action to walk into melee range, and provoke attacks of opportunity from two monsters. One hits, and does damage to the Sorcerer. This damage does not affect their spell casting in any way this round.  


:* '''Example 2:''' After their move, the Sorceror from above spends their standard action and begins to cast their touch attack spell. This would provoke an attack of opportunity from two monsters (since this is a separate provoking action, one of the monsters, who has Combat Reflexes, is able to make two attacks of opportunity).  To avoid these attacks of opportunity, the sorcerer attempts to cast defensively by making a Bailiwick skill check against the level of their spell as described above. For the purposes of this example, they roll poorly and fail this check. In this case, they lose their spell and their action, but do not risk any attacks of opportunity.  
:* '''Example 2:''' After their move, the Sorcerer from above spends their standard action and begins to cast their touch attack spell. This would provoke an attack of opportunity from two monsters (since this is a separate provoking action, one of the monsters, who has Combat Reflexes, is able to make two attacks of opportunity).  To avoid these attacks of opportunity, the sorcerer attempts to cast defensively by making a Bailiwick skill check against the level of their spell as described above. For the purposes of this example, they roll poorly and fail this check. In this case, they lose their spell and their action, but do not risk any attacks of opportunity.  


:* '''Example 3:''' Suppose instead of attempting to cast defensively, the brave sorcerer from above decides to cast their spell normally, and two monsters attack them with attacks of opportunity. One monster hits them and inflicts damage. Because they took damage due to the action of casting a spell, they now must make a [[Caster Check]] against their attackers [[Maneuver Defense]], at a whopping -5 penalty, as described above.  If they fail this caster check (and it's not going to be easy), they lose their spell and nothing happens (Ouch). If they make the check, the spell goes off as normal.  
:* '''Example 3:''' Suppose instead of attempting to cast defensively, the brave sorcerer from above decides to cast their spell normally, and two monsters attack them with attacks of opportunity. One monster hits them and inflicts damage. Because they took damage due to the action of casting a spell, they now must make a [[Caster Check]] against their attackers [[Maneuver Defense]], at a whopping -5 penalty, as described above.  If they fail this caster check (and it's not going to be easy), they lose their spell and nothing happens (Ouch). If they make the check, the spell goes off as normal.  
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===Using Metamagic Feats===
===Using Metamagic Feats===
As a spellcaster's knowledge of magic grows, he can learn to cast spells in ways slightly different from the norm by learning [[Metamagic Feats]]. Preparing and casting a spell in such a way is harder than normal but, thanks to metamagic feats, is at least possible. Spells modified by a metamagic feat use a spell slot higher than normal. This does not change the level of the spell, so the DC for saving throws against it does not go up if the DC is based upon the spell level. Metamagic feats do not affect spell-like abilities.
As a spell-caster's knowledge of magic grows, he can learn to cast spells in ways slightly different from the norm by learning [[Metamagic Feats]]. Preparing and casting a spell in such a way is harder than normal but, thanks to metamagic feats, is at least possible. Spells modified by a metamagic feat use a spell slot higher than normal. This does not change the level of the spell, so the DC for saving throws against it does not go up if the DC is based upon the spell level. Metamagic feats do not affect spell-like abilities.


: '''Wizards and Divine Spellcasters:'''
: '''Wizards and Divine Spellcasters:'''
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Spell-like, supernatural, and extraordinary abilities, regardless of how they are powered, are mostly defined as being either Vancian or Howardian in their behavior. (Vance and Howard are ancient sages and scribes whose towering intellects and dominating contributions have enshrined them forever.)
Spell-like, supernatural, and extraordinary abilities, regardless of how they are powered, are mostly defined as being either Vancian or Howardian in their behavior. (Vance and Howard are ancient sages and scribes whose towering intellects and dominating contributions have enshrined them forever.)


Vancian abilites are powered and defined by packets of mana twisted into and then released from the aura.  Many abilities are Vancian, such as spells, poultices, extracts, bombs, potions, scrolls, and many class features (Lay on Hands, Inspiration, etc.). Vancian abilities come in quanta, or steps, or levels.
Vancian abilities are powered and defined by packets of mana twisted into and then released from the aura.  Many abilities are Vancian, such as spells, poultices, extracts, bombs, potions, scrolls, and many class features (Lay on Hands, Inspiration, etc.). Vancian abilities come in quanta, or steps, or levels.


Howardian abilities are powered by flows of baseline mana which naturally replenish over time in the aura of the user. Such things as some Rage abilties, Chains, some Tactics and Talents, Formation, Quarry, are examples of Howardian magic abilities.  Note that Howardian abilities do not even have to use mana at all, which is where most Extraordinary abilities arise.
Howardian abilities are powered by flows of baseline mana which naturally replenish over time in the aura of the user. Such things as some Rage abilities, Chains, some Tactics and Talents, Formation, Quarry, are examples of Howardian magic abilities.  Note that Howardian abilities do not even have to use mana at all, which is where most Extraordinary abilities arise.


There is a third class of abilities, the Yngvarian abilties, whose only defining trait is, they don't fit the Vancian or Howardian models cleanly.  Yngvarian abilities are hotly debated as an ongoing area of philosophical discussion.
There is a third class of abilities, the Yngvarian abilities, whose only defining trait is, they don't fit the Vancian or Howardian models cleanly.  Yngvarian abilities are hotly debated as an ongoing area of philosophical discussion.


=== Mana Burning ===
=== Mana Burning ===
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Spells or magical effects usually work as described, no matter how many other spells or magical effects happen to be operating in the same area or on the same recipient. Except in special cases, a spell does not affect the way another spell operates. Whenever a spell has a specific effect on other spells, the spell description explains that effect. Several other general rules apply when spells or magical effects operate in the same place:
Spells or magical effects usually work as described, no matter how many other spells or magical effects happen to be operating in the same area or on the same recipient. Except in special cases, a spell does not affect the way another spell operates. Whenever a spell has a specific effect on other spells, the spell description explains that effect. Several other general rules apply when spells or magical effects operate in the same place:


===School (Subschool)===
===School===
Beneath the spell name is a line giving the school of magic (and the subschool, if any) to which the spell belongs.
Beneath the spell name is a line giving the school of magic to which the spell belongs.


Almost every spell belongs to one of eight schools of magic. A school of magic is a group of related spells that work in similar ways, or have a common theme.
Almost every spell belongs to one of eight schools of magic. A school of magic is a group of related spells that work in similar ways, or have a common theme.
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====Range====
====Range====
* '''Personal:''' This spell only affects you, and can't even be placed in a magic item.
* '''Self:''' This spell only affects you, and can't even be placed in a magic item.
* '''Touch:'''  This spell affects one or more things that you can reach out and touch with your body. This usually means they can touch you back (such as by attacking you) unless you've taken steps to avoid such things.
* '''Touch:'''  This spell affects one or more things that you can reach out and touch with your body. This usually means they can touch you back (such as by attacking you) unless you've taken steps to avoid such things.
* '''Cones or Bursts:''' This spell affects everything in an area which must be adjacent to your space by at least one edge or corner. Every creature and/or object in the area, partially or fully, may be affected to some extent by the spell.
* '''Cones or Bursts:''' This spell affects everything in an area which must be adjacent to your space by at least one edge or corner. Every creature and/or object in the area, partially or fully, may be affected to some extent by the spell.
* '''Close Range:''' This spell affects things within a distance from your space of 25 feet plus 5 feet per two full caster levels you possess when casting.  At fifth level, a close range spell reaches out 50 feet.  Read the spell itself for what it does when it gets to where it's going.
* '''Close Range:''' This spell affects things within a distance from your space of 25 feet plus 5 feet per two full caster levels you possess when casting.  At fifth level, a close range spell reaches out 35 feet.  Read the spell itself for what it does when it gets to where it's going.
* '''Medium Range:'''  This spell affects things within a distance from your space of 100 feet plus 10 feet per full caster level you possess when casting.  At fifth level, a medium range spell reaches out 150 feet.  Read the spell itself for what it does when it gets to where it's going.
* '''Medium Range:'''  This spell affects things within a distance from your space of 100 feet plus 10 feet per full caster level you possess when casting.  At fifth level, a medium range spell reaches out 150 feet.  Read the spell itself for what it does when it gets to where it's going.
* '''Long Range:'''  This spell affects things within a distance from your space of 200 feet plus 20 feet per full caster level you possess when casting.  At fifth level, a long range spell reaches out 300 feet.  Read the spell itself for what it does when it gets to where it's going.
* '''Long Range:'''  This spell affects things within a distance from your space of 200 feet plus 20 feet per full caster level you possess when casting.  At fifth level, a long range spell reaches out 300 feet.  Read the spell itself for what it does when it gets to where it's going.
* '''Unlimited:'''  This spell can potentially reach anywhere at all, as long as it's on the same plane of existence. This is a very powerful and rare effect!  Usually used for movement, not damage, because, wow.
* '''Unlimited:'''  This spell can potentially reach anywhere at all, as long as its on the same plane of existence. This is a very powerful and rare effect!  Usually used for movement, not damage, because, wow.
* '''Defined Range:'''  This spell has its range defined in the spell itself.  This might be a small distance in feet, or a very long distance in miles, or even how many planes of existence it can skip over to get where its going. Refer to the spell description for details.
* '''Defined Range:'''  This spell has its range defined in the spell itself.  This might be a small distance in feet, or a very long distance in miles, or even how many planes of existence it can skip over to get where its going. Refer to the spell description for details.


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===Extradimensional Spaces===
===Extradimensional Spaces===
A number of spells and magic items utilize extradimensional spaces, such as [[Magic Haversack]], or a [[Portable Hole]]. These spells and magic items create a tiny pocket of space that does not exist in any dimension. Such items cannot interact with another extradimensional space. If you attempt to put one extradimensional-space-using item inside such another such item, they reject each other, pushing against such a merging with an irresistable force.  Clever efforts to subvert this rule tend to backfire spectacularly, often destroying the items (and sometimes their owners) in the process.
A number of spells and magic items utilize extradimensional spaces, such as [[Magic Haversack]], or a [[Portable Hole]]. These spells and magic items create a tiny pocket of space that does not exist in any dimension. Such items cannot interact with another extradimensional space. If you attempt to put one extradimensional-space-using item inside another such item, they may reject each other, with results detailed in the writeup of the items in question.  Clever efforts to subvert this rule tend to backfire spectacularly, often destroying the items (and sometimes their owners) in the process.


==Arcane Spells==
==Arcane Spells==
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===Rest===
===Rest===
To prepare their daily spells, an arcane caster must first sleep for 8 hours. The wizard, sorcerer, or bard does not have to slumber for every minute of the time, but they must refrain from movement, combat, spellcasting, skill use, conversation, or any other fairly demanding physical or mental task during the rest period. If their rest is interrupted, each interruption adds 1 hour to the total amount of time they have to rest in order to clear their mind and refresh their aura. They must have at least 1 hour of uninterrupted rest immediately prior to preparing spells. If the character does not need to sleep for some reason, they must still have 8 hours of restful calm before preparing any spells.
To prepare their daily spells, an arcane caster must first sleep for 8 hours. The wizard, sorcerer, or bard does not have to slumber for every minute of the time, but they must refrain from movement, combat, spell-casting, skill use, conversation, or any other fairly demanding physical or mental task during the rest period. If their rest is interrupted, each interruption adds 1 hour to the total amount of time they have to rest in order to clear their mind and refresh their aura. They must have at least 1 hour of uninterrupted rest immediately prior to preparing spells. If the character does not need to sleep for some reason, they must still have 8 hours of restful calm before preparing any spells.


===Recent Casting Limit/Rest Interruptions===
===Recent Casting Limit/Rest Interruptions===
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To decipher an arcane magical writing (such as a single spell in written form in
To decipher an arcane magical writing (such as a single spell in written form in another persons


Once a character deciphers a particular magical writing, they do not need to decipher it again. Deciphering a magical writing allows the reader to identify the spell and gives some idea of its effects (as explained in the spell description). If the magical writing was a scroll and the reader can cast arcane spells, they can attempt to use the scroll.
Once a character deciphers a particular magical writing, they do not need to decipher it again. Deciphering a magical writing allows the reader to identify the spell and gives some idea of its effects (as explained in the spell description). If the magical writing was a scroll and the reader can cast arcane spells, they can attempt to use the scroll.
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Wizards perform a certain amount of spell research between adventures. Each time a character attains a new wizard level, he gains two spells of his choice to add to his spellbook. The two free spells must be of spell levels he can cast. This ability never grants access to a True Dweomer, or to a spell which has been custom-modified via the [[Between Adventures]] system.
Wizards perform a certain amount of spell research between adventures. Each time a character attains a new wizard level, he gains two spells of his choice to add to his spellbook. The two free spells must be of spell levels he can cast. This ability never grants access to a True Dweomer, or to a spell which has been custom-modified via the [[Between Adventures]] system.


====Spells Copied from Another's Spellbook or a Scroll====
====Spells Copied from Another Persons Spellbook or a Scroll====
A wizard can also add a spell to their book whenever they encounter one on a magic scroll or in another wizard's spellbook. No matter what the spell's source, the wizard must first decipher the magical writing (see Arcane Magical Writings). Next, they must spend one or more full days studying the spell. At the end of the first full day, they must make a [[Spellcraft]] check versus a CR equal to their character level, and declare what [[Skill DC|difficulty class]] (e.g. easy, average, challenging, hard, impossible) they achieved with the check. The outcome of this check determines how long it will take to copy the spell.  See [[Between_Adventures#Inscribe_Spells_Into_A_Spellbook|Copying Spells Into a Spellbook]] for details.   
A wizard can also add a spell to their book whenever they encounter one on a magic scroll or in another wizard's spellbook. No matter what the spell's source, the wizard must first decipher the magical writing (see Arcane Magical Writings). Next, they must spend one or more full days studying the spell. At the end of the first full day, they must make a [[Spellcraft]] check versus a CR equal to their character level, and declare what [[Skill DC|difficulty class]] (e.g. easy, average, challenging, hard, impossible) they achieved with the check. The outcome of this check determines how long it will take to copy the spell.  See [[Between_Adventures#Inscribe_Spells_Into_A_Spellbook|Copying Spells Into a Spellbook]] for details.   


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:<h4>Independent Research</h4>
:<h4>Independent Research</h4>
: An extremely faithful and spiritual divine spellcaster also can "research" a Divine spell independently, exploring the full extent of their Deity's worldly manifestations.  In such a way, they may gain deeper insight into their religious doctrine than the typical worshipper, and thus may recognize more aspects of their deific might than most. Only the discoverer of such a deeply personal spell can prepare and cast it, unless they decide to share this deep insight with others.
: An extremely faithful and spiritual divine spellcaster also can "research" a Divine spell independently, exploring the full extent of their Deity's worldly manifestations.  In such a way, they may gain deeper insight into their religious doctrine than the typical worshiper, and thus may recognize more aspects of their deific might than most. Only the discoverer of such a deeply personal spell can prepare and cast it, unless they decide to share this deep insight with others.


==Special Abilities==
==Special Abilities==
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: '''<big>Supernatural Abilities (Su)</big>'''
: '''<big>Supernatural Abilities (Su)</big>'''
: These can't be disrupted in combat and generally don't provoke attacks of opportunity. They aren't subject to spell resistance, and don't function in antimagic areas.
: These can't be disrupted in combat and generally don't provoke attacks of opportunity. They aren't subject to spell resistance, and don't function in anti-magic areas.


: Activating a supernatural ability does not provoke attacks of opportunity.
: Activating a supernatural ability does not provoke attacks of opportunity.


: '''<big>Extraordinary Abilities (Ex)</big>'''
: '''<big>Extraordinary Abilities (Ex)</big>'''
: These abilities cannot be disrupted in combat, as spells can, and they generally do not provoke attacks of opportunity. Effects or areas that negate or disrupt magic have no effect on extraordinary abilities. They are not subject to dispelling, and they function normally in an antimagic field. Indeed, extraordinary abilities do not qualify as magical, though they may break the laws of physics.
: These abilities cannot be disrupted in combat, as spells can, and they generally do not provoke attacks of opportunity. Effects or areas that negate or disrupt magic have no effect on extraordinary abilities. They are not subject to dispelling, and they function normally in an anti-magic field. Indeed, extraordinary abilities do not qualify as magical, though they may break the laws of physics.


: Activating an extraordinary ability does not provoke attacks of opportunity.
: Activating an extraordinary ability does not provoke attacks of opportunity.

Revision as of 05:51, 9 September 2020