Spells: Difference between revisions

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:::Lead sheeting or magical protection blocks a scrying spell, and you sense that the spell is blocked.
:::Lead sheeting or magical protection blocks a scrying spell, and you sense that the spell is blocked.


====[Descriptor]====
::Appearing on the same line as the school and sub-school, when applicable, is a descriptor that further categorizes the spell in some way. Some spells have more than one descriptor.
::The descriptors are acid, air, chaotic, cold, curse, darkness, death, disease, draconic, earth, electricity, emotion, evil, fear, fire, force, good, language-dependent, lawful, light, meditative, mind-affecting, pain, poison, shadow, sonic, and water.
::Most of these descriptors have no game effect by themselves, but they govern how the spell interacts with other spells, with special abilities, with unusual creatures, with alignment, and so on.
:::*'''Acid:''' Acid effects deal damage with chemical reactions rather than cold, electricity, heat, or vibration. This descriptor includes both actual acids and their chemical opposites, called bases or alkalines (such as ammonia and lye).
:::*'''Air:''' Spells that create air, manipulate air, or conjure creatures from air-dominant planes or with the air subtype should have the air descriptor.
:::*'''Chaotic:''' Spells that draw upon the power of true chaos or conjure creatures from chaos-aligned planes or with the chaotic subtype should have the chaos descriptor.
:::*'''Cold:''' Cold effects deal damage by making the target colder, typically by blasting it with supernaturally cooled matter or energy. Cold effects also include those that create ice, sleet, or snow out of nothing. They can cause frostbite, numbness, coordination problems, slowed movement and reactions, stupor, and death.
:::*'''Curse:''' Curses are often permanent effects, and usually cannot be dispelled, but can be removed with a [[Break Enchantment (Spell)]], [[Wish, Limited (Spell)]], [[Miracle (Spell)]], [[Remove Curse (Spell)]], or [[Wish (Spell)]].
:::::'''Additional Curse info:''' Many spells can place curses on unfortunate victims. Their effects are usually simple and can be ended with the right spell (but never [[Dispel Magic (Spell)]]). All curse spells have the curse descriptor. The most well-known is [[Bestow Curse (Spell)]], which allows the caster to invent her own effect in line with the listed options (no worse than a 50% chance of losing actions, a 4 penalty on checks, or a 6 penalty to an ability score). Effects in line with that power level include the following, though ultimately they are limited only by the casters imagination and the GMs discretion.
:::::*When the victim is adjacent to the area of a damaging spell or [[spell-like ability|spell-like]] effect (even one he created himself ), the area expands to include the victim.
:::::*The victim cant heal naturally, and magical [[conjuration|healing]] heals the victim by only half the usual amount (minimum 1 point). The victims [[fast healing]] and [[regeneration]], if any, are likewise halved.
:::::*The victim is plagued by cacophonous sounds and strobing lights that only she can hear and see. She is distracted (5 penalty on [[Perception]] checks), cannot take 10 on skill checks, and must succeed at a [[Caster Check]] (DC = 20 + spell level) to successfully cast spells. Any time the victim picks up or retrieves an object (including drawing a weapon or ammunition), there is a 50% chance that she immediately drops it. If she drops ammunition while attempting to make a ranged attack, that particular attack is lost.
:::::'''Save DCs:''' The stat block for a curse lists the save DC. For curses that can be created by a spell, this usually represents the minimum DC. If a spell is used to create a curse in your game, calculate the DC using the casters ability score and the spell level as normal.
:::*'''Darkness:''' Spells that create darkness or reduce the amount of light should have the darkness descriptor. Giving a spell the darkness descriptor indicates whether a spell like [[Daylight (Spell)]] is high enough level to counter or dispel it.
:::*'''Death:''' Spells with the death descriptor directly attack a creatures life force to cause immediate death, or to draw on the power of a [[dead]] or [[dying]] creature. The [[Death Ward (Spell)]] protects against death effects, and some creature types are immune to death effects.
:::*'''Disease:''' Disease effects give the target a disease, which may be an invading organism such as a bacteria or virus, an abnormal internal condition (such as a cancer or mental disorder), or a recurring magical effect that acts like one of the former. Creatures with resistance or immunity to disease apply that resistance to their saving throw and the effects of disease spells.
:::*'''Draconic:''' The draconic descriptor is for spells tied closely to [[Dragon Traits|dragons]] that those with draconic blood can cast them almost instinctually. Spells with the draconic descriptor were created by [[Dragon Traits|dragons]]  in ages long past, and still resonate within the blood of true dragons to this day.
::::Creatures of the [[Dragon Traits|dragons]] type with 5 or more racial hit dice can select a draconic spell as a spell known regardless of the class spell list its on. Each time such a creature gains an additional racial hit die, it can select a draconic spell in place of an existing spell known of the same or higher spell level.
:::*'''Earth:''' Spells that manipulate earth or conjure creatures from earth-dominant planes or with the earth subtype should have the earth descriptor.
:::*'''Electricity:''' Electricity effects involve the presence and flow of electrical charge, whether expressed in amperes or volts. Electricity deals damage to creatures by disrupting their biological systems. It deals damage to objects (as well as creatures) by heating the material it passes through, and thus technically many electricity spells could also be treated as fire spells, but for sake of game simplicity, it is better to just let electricity-based spells deal electricity damage. Electricity effects may [[stunned|stun]], [[paralyzed|paralyze]], or even kill.
:::*'''Emotion:''' Spells with this descriptor create emotions or manipulate the targets existing emotions. Most emotion spells are [[enchantment]]s, except for fear spells, which are usually [[necromancy]].
:::*'''Evil:''' Spells that draw upon evil powers or conjure creatures from evil-aligned planes or with the evil subtype should have the evil descriptor.
::::Casting an evil spell is an evil act, but for most characters simply casting such a spell once isnt enough to change her [[alignment]]; this only occurs if the spell is used for a truly abhorrent act, or if the caster established a pattern of casting evil spells over a long period. A [[wizard]] who uses [[Animate Dead (Spell)]] to create guardians for defenseless people wont turn evil, but he will if he does it over and over again. The GM decides whether the characters [[alignment]] changes, but typically casting two evil spells is enough to turn a [[good subtype|good]] creature nongood, and three or more evils spells move the caster from nongood to evil. The greater the amount of time between castings, the less likely [[alignment]] will change. Some spells require sacrificing a sentient creature, a major evil act that makes the caster evil in almost every circumstance.
::::Those who are forbidden from casting spells with an opposed alignment might lose their divine abilities if they circumvent that restriction (via [[Use Magic Device]], for example), depending on how strict their deities are.
::::Though this advice talks about evil spells, it also applies to spells with other [[alignment]] descriptors.
:::*'''Fear:''' Spells with the fear descriptor create, enhance, or manipulate fear. Most fear spells are [[necromancy]] spells, though some are [[enchantment]] spells.  Fear-based status arrays are:
:::::::* [[Cowering]] → [[Trembling]] → [[Nervous]]
:::::::* [[Frightened]] → [[Cringing]] → [[Shaken]]
:::::::* [[Panicked]] → [[Startled]] → [[Anxious]]
:::::::* [[Humbled]] → [[Slandered]] → [[Disgraced]]
:::*'''Fire:''' Fire effects make the target hotter by creating fire, directly heating the target with magic or friction. Lava, steam, and boiling water all deal [[Fire Damage]]. Fire effects can also cause [[Confusion (Spell)|confusion]], [[unsteady|dizziness]], [[exhausted|exhaustion]], [[fatigued|fatigue]], [[nauseated|nausea]], [[unconscious]]ness, and [[dead|death]]. Spells that manipulate fire or conjure creatures from fire-dominant planes or with the fire subtype should have the fire descriptor.
:::*'''Force:''' Spells with the force descriptor create or manipulate magical force. Force spells affect [[incorporeal]] creatures normally (as if they were corporeal creatures).
:::*'''Good:''' Spells that draw upon the power of true goodness or conjure creatures from good-aligned planes or with the good subtype should have the good descriptor.
:::*'''Language-Dependent:''' A language-dependent spell uses intelligible language as a medium for communication. If the target cannot understand or hear what the caster of a language-dependent spell says, the spell has no effect, even if the target fails its saving throw.
:::*'''Lawful:''' Spells that draw upon the power of true law or conjure creatures from law-aligned planes or with the lawful subtype should have the law descriptor.
:::*'''Light:''' Spells that create significant amounts of light or attack darkness effects should have the light descriptor. Giving a spell the light descriptor indicates whether a spell like darkness is high enough level counter or dispel it.
:::*'''Meditative:''' Meditative spells fall into an unusual category and share the meditative descriptor. Meditative spells are not cast like other spellsthey are cast during the period of the day when a spellcaster prepares her spells. A meditative spell must already be prepared at the time when you start your 1-hour spell preparation ritual, and at the end of that time, the meditative spell of your choosing is cast, leaving you with that one spell slot used for the remainder of the day. You can have only one meditative spell in effect on you at any one time. All meditative spells have a range of personal and a target of you, and they cant be brewed into potions or part of similar one-use items like elixirs. A meditative spell can be placed on a scroll or in a wand, but the act of casting the spell must always be incorporated into the users spell-preparation time; it also takes 1 hour for a character who succeeds at an appropriate Use Magic Device check to operate such an item.
:::*'''Mind-Affecting:''' Mindless creatures (those with an [[Intelligence]] score of ) and [[Undead Traits|undead]] are immune to mind-affecting effects.
:::*'''Pain:''' Pain effects cause unpleasant sensations without any permanent physical damage (though a sensitive target may suffer mental repercussions from lengthy exposure to pain). Creatures that are immune to effects that require a [[FORT]] save (such as [[Construct Traits|constructs]] and [[Undead Traits|undead]]) are immune to pain effects.
:::*'''Poison:''' Poison effects use poison, venom, drugs, or similar toxic substances to disrupt and damage living creatures through chemical reactions. Technically, acids and poisons are both chemical reactions, but for the purpose of this game, they are categorized as different effects, with acids dealing hit point damage and poisons causing ability damage, ability drain, bleeding, confusion, convulsions, nausea, paralysis, reduced healing, suffocation, unconsciousness, or death. Creatures with resistance to poison (such as dwarves) apply that resistance to their saving throws and the effects of poison spells. Creatures with immunity are immune to poisonous aspects of poison spells, but not necessarily all effects of the spell (for example, a spell that creates a pit full of liquid poison could still trap or drown a poison-immune creature).
:::*'''Ruse:''' The ruse descriptor applies to spells that appear to be other, usually more harmless spells in order for the caster to fool her opponents. Spells with the ruse descriptor are easily mistaken for other spells and are intended to confuse even onlookers trained in Spellcraft or Knowledge (arcana). Attempts to identify a ruse spell by its effects, its aura, its components, or other attributes with a skill check treat the spell as though it were a different spell, as indicated in the spells description. The one attempting the check can correctly identify the spell only by exceeding the DC by 10. The false spell is typically a level lower than the ruse spell, so skill checks use the DC for the lower-level spell. Even detect magic and most similar spells dont prevent the caster from being fooled by a ruse spell. Analyze dweomer, greater arcane sight, and similar spells of the same or higher spell level that automatically identify spells reveal a ruse spell for what it is. Ruse spells that mimic harmless spells still list harmless on their saving throw or spell resistance lines; a creature that knows or suspects the true nature of the spell typically chooses to attempt the save. Source: PRG:UI.
:::*'''Shadow:''' Shadow spells manipulate matter or energy from the Shadow Plane, or allow transport to or from that plane.
:::*'''Sonic:''' Sonic effects transmit energy to the target through frequent oscillations of pressure through the air, water, or ground. Sounds that are too high or too low for the humanoid ear to detect can still transmit enough energy to cause harm, which means that these effects can even affect deafened creatures. Sound effects can cause hit point damage, deafness, dizziness, nausea, pain, shortness of breath, and temporary blindness, and can detect creatures using batlike echolocation.
:::*'''Water:''' Spells that manipulate water or conjure creatures from water-dominant planes or with the water subtype should have the water descriptor.


===Components===
===Components===
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===Casting Time===
===Casting Time===
Most spells have a casting time of 1 [[standard action]]. Others take 1 round or more, while a few require only a [[swift action]].
Most spells have a casting time of 1 [[standard action]]. Others take 1 round or more (usually described as rituals), while a few require only a [[swift action]].


A spell that takes 1 round to cast is a [[full-round action]], and comes into effect at the end of your current turn.
A spell that takes 1 round to cast is a [[full-round action]], and comes into effect at the end of your current turn.


A spell that takes 1 minute to cast comes into effect at the end of your tenth round of casting (and for each of those 10 rounds, you are casting a spell as a [[full-round action]], just as noted above for 1-round casting times). These actions must be consecutive and uninterrupted, or the spell automatically fails.
A spell that takes 1 minute to cast comes into effect at the end of your tenth round of casting (and for each of those 10 rounds, you are casting a spell as a [[full-round action]], just as noted above for 1-round casting times). These actions must be consecutive and uninterrupted, or the spell automatically fails. Note that this is the absolute longest casting time that can be attempted during a combat, since all combats end after ten rounds.


When you begin a spell that takes more than one round to cast, you must continue the concentration from the current round to the end of your turn in whatever round the casting time is completed (at least). If you lose concentration before the casting is complete, you lose the spell.
When you begin a spell that takes more than one round to cast, you must continue the concentration from the current round to the end of your turn in whatever round the casting time is completed (at least). If you lose concentration before the casting is complete, you lose the spell. Note that taking damage will force a concentration roll (a Bailiwick skill check) with a painful -5 penalty to the roll, so try and avoid those.


During any round in which you used a full-round action to cast, or continue casting, a spell, you may not make [[attacks of opportunity]], or use [[immediate action]]s, until the start of your next turn.
During any round in which you used a full-round action to cast, or continue casting, a spell, you may not make [[attacks of opportunity]], or use [[immediate action]]s, until the start of your next turn.
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===Range of a Spell===
 
* '''Personal:''' 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.
* '''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.
* '''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.
* '''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.
* '''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.


===Range Modifiers for Spells===
===Range Modifiers for Spells===
In general, spells don't take range modifiers.  Even Rays, which follow some weapon rules, don't take conventional range modifiers.  If you are within the range of the spell, you are easy to hit. This is in marked contrast to ranged weapons, which take quite heavy range modifiers.  To balance this out a bit, some ranged weapons (projectile weapons and siege weapons, mainly) have longer ranges than spells.  It is possible to get outside the range of a spell and plink away at the caster, except for those pesky Unlimited and Defined Range spells, which keep things interesting for everybody.
In general, spells don't inflict range modifiers on their casters.  Even Rays, which follow some weapon rules, don't take conventional range modifiers.  If you are within the range of the spell, you are easy to hit. This is in marked contrast to ranged weapons, which take quite heavy range modifiers.  To balance this out a bit, some ranged weapons (projectile weapons and siege weapons, mainly) have longer ranges than spells.  It is possible to get outside the range of a spell and plink away at the caster, except for those pesky Unlimited and Defined Range spells, which keep things interesting for everybody.


Of course, like all things with spells, there are exceptions to every rule, so read the spell description. The spell description is the final written rule on all aspects of spells.  Of course, all DM rulings on spells are final, as they are on everything else.
Of course, like all things with spells, there are exceptions to every rule, so read the spell description. The spell description is the final written rule on all aspects of spells.  Of course, all DM rulings on spells are final, as they are on everything else.


===Aiming a Spell===
 
You must make choices about whom a spell is to affect or where an effect is to originate, depending on a spell's type. The next entry in a spell description defines the spell's target (or targets), its effect, or its area, as appropriate.


====Target or Targets====
====Target or Targets====
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Some spells allow you to redirect the effect to new targets or areas after you cast the spell. Redirecting a spell is a move action that does not provoke attacks of opportunity.
Some spells allow you to redirect the effect to new targets or areas after you cast the spell. Redirecting a spell is a move action that does not provoke attacks of opportunity.


====Effect====
Some spells target several creatures that you may choose, based upon the guidelines above.
Some spells create or summon things rather than affecting things that are already present.
 
Some spells have areas of effect(AOE's). Most genuine area of effect spells are indiscrimininate attacks, and they WILL damage your allies if you are not careful. That said, AOE spells can be ridiculously powerful, so the temptation to use tham can be strong.  If you must indulge, perhaps investing in the [[Selective Spell (Feat)]] would be wise.
 
 
===Range or Area of Effect of a Spell===
 
Spells have many different ranges and ways of affecting targets.  Each spell you wish to use should be carefully read so you understand how it works. Additionally, there are some useful terms to know about spells, especially area of effect spells, so examine the below guidelines carefully.
 
 
====Range====
* '''Personal:''' 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.
* '''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.
* '''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.
* '''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.
* '''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.
 
 
====Areas of Effect====
Some spells create or summon things or effects  rather than affecting things that are already present.


You must designate the location where these things are to appear, either by seeing it or defining it. Range determines how far away an effect can appear, but if the effect is mobile, after it appears it can move regardless of the spell's range.
You must designate the location where these things are to appear, either by seeing it or defining it. Range determines how far away an effect can appear, but if the effect is mobile, after it appears it can move regardless of the spell's range.
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: When casting a cylinder-shaped spell, you select the spell's point of origin. This point is the center of a horizontal square (the cylinder's shape is abstracted), and the spell shoots down from the circle, filling the area. A cylinder-shaped spell ignores any obstructions within its area.
: When casting a cylinder-shaped spell, you select the spell's point of origin. This point is the center of a horizontal square (the cylinder's shape is abstracted), and the spell shoots down from the circle, filling the area. A cylinder-shaped spell ignores any obstructions within its area.


: A line-shaped spell shoots away from you in a line in the direction you designate. It starts from any corner or side your square and extends to the limit of its range or until it strikes a barrier that blocks line of effect. A line-shaped spell affects all creatures in squares through which the line passes. The DM adjudicates any unusual or close calls (see below).
: A line-shaped spell shoots away from you in a line in the direction you designate. It starts from any corner or side your square and extends to the limit of its range or until it strikes a barrier that blocks line of effect. When choosing the area affected by a line, the caster chooses each square of the line, to the maximum number of squares. Each square must be placed adjacent to the edge or corner of either the casters space, or the last square placed, with the caveat that every square must be further away from the caster than the last one.  This allows clever player to get quite creative in 'snaking' a line effect across the battlefield. All suares of the line are full squares, there are no 'edge cases'.  A line shaped spell is often crooked and meandering, and that's just fine. A line-shaped spell affects all creatures in squares through which the line passes as defined in the spell. The DM adjudicates any unusual or close calls (see below).


: A sphere-shaped spell is abstracted to expand from its point of origin to fill a cubical area. Spheres may be bursts, emanations, or spreads.
: A sphere-shaped spell is abstracted to expand from its point of origin to fill a cubical area. Spheres may be bursts, emanations, or spreads.


: <h5>Creatures</h5>
: <h5>Creatures</h5>
: A spell with this kind of area affects creatures directly (like a targeted spell), but it affects all creatures in an area of some kind rather than individual creatures you select. The area might be a spherical burst, a cone-shaped burst, or some other shape, although all areas are abstracted to cubes for play on a grid.
: A spell with this kind of area affects creatures directly (like a targeted spell), but it affects all creatures in an area of some kind rather than individual creatures you select. The area might be a spherical burst, a cone-shaped burst, or some other shape, although all areas are abstracted to cubes for play on a grid. A common type of creature effecting spells will effect a number of creatures who are within a certain distance of each other. The simplest way to work this out in play is to choose the closest creature that the caster wishes to effect, and count out from there tot he maximum distance, although again, clever players will be able to come up with all sorts of interesting options.




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{{:Line of Sight}}
{{:Line of Sight}}
reviewed to here


{{:Areas of Effect}}
{{:Areas of Effect}}

Revision as of 06:56, 17 July 2018