Spells: Difference between revisions

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===Concentration===
===Concentration===
To cast a spell, you must concentrate. If something interrupts your concentration while you're casting, you must make a [[Caster Check]] or lose the spell. When you make a caster check, you roll d20 and add your caster level and the ability score modifier used to determine bonus spells of the same type. Clerics, druids, and rangers add their Wisdom modifier. Bards, paladins, and sorcerers add their Charisma modifier. Finally, wizards add their Intelligence modifier. The more distracting the interruption and the higher the level of the spell you are trying to cast, the higher the DC (see Table: Concentration DCs). If you fail the check, you lose the spell just as if you had cast it to no effect.
Concentration checks are performed by making a bailiwick skill check. See [[Spellcraft#Concentrate]] for details.
 
: {| class="ep-default" border=1
|+ '''Table: Concentration DCs'''
|- style="Background:#DEB887; Color:#000;"
! align="left" | Situation || align="left" | Concentration DC
|-
| Cast defensively || 15 + double spell level
|-
| Injured while casting || 10 + damage dealt + spell level
|-
| Continuous damage while casting || 10 + 1/2 damage dealt + double spell level
|-
| Affected by a non-damaging spell while casting || DC of the spell + double spell level
|-
| Grappled or pinned while casting || 10 + grappler's Maneuver Offense + spell level
|-
| Vigorous motion while casting || 10 + double spell level
|-
| Violent motion while casting || 15 + double spell level
|-
| Extremely violent motion while casting || 20 + double spell level
|-
| Wind with rain or sleet while casting || 5 + double spell level
|-
| Wind with hail and debris while casting || 10 + double spell level
|-
| Weather caused by spell || See spell
|-
| Entangled while casting || 15 + double spell level
|}
 
: <h5>Injury</h5>
: If you take damage while trying to cast a spell, you must make a caster check (see table above). If you fail the check, you lose the spell without effect. The interrupting event strikes during spellcasting if it comes between the time you started and the time you complete a spell (for a spell with a casting time of 1 full round or more) or if it comes in response to your casting the spell (such as an attack of opportunity provoked by the spell or a contingent attack, such as a readied action).
 
: If you are taking continuous damage, such as from an acid arrow or by standing in a lake of lava, half the damage is considered to take place while you are casting a spell. You must make a caster check (see table above). If the last damage dealt was the last damage that the effect could deal, then the damage is over and does not distract you.
 
: <h5>Spell</h5>
: If you are affected by a spell while attempting to cast a spell of your own, you must make a caster check or lose the spell you are casting. If the spell affecting you deals damage, (see table above).
 
: If the spell interferes with you or distracts you in some other way, (see table above). For a spell with no saving throw, it's the DC that the spell's saving throw would have if a save were allowed (10 + spell level + caster's ability score). This number is listed in all applicable monster blueprints, as well.
 
: <h5>Grappled or Pinned</h5>
: Casting a spell while you have the grappled or pinned condition is difficult and requires a caster check (DC see table above). Pinned creatures can only cast spells that do not have somatic components.
 
: <h5>Vigorous Motion</h5>
: If you are riding on a moving mount, taking a bouncy ride in a wagon, on a small boat in rough water, below-decks in a storm-tossed ship, or simply being jostled in a similar fashion, you must make a caster check (see table above) or lose the spell.
 
: <h5>Violent Motion</h5>
: If you are on a galloping horse, taking a very rough ride in a wagon, on a small boat in rapids or in a storm, on deck in a storm-tossed ship, or being pitched roughly about in a similar fashion, you must make a caster check (see table above) or lose the spell. If the motion is extremely violent, such as that caused by an earthquake, the DC is equal to 20 + the level of the spell you're casting.
 
: <h5>Violent Weather</h5>
: You must make a caster check if you try to cast a spell in violent weather. See table above for the various DC's. In any case, you lose the spell if you fail the caster check. If the weather is caused by a spell, use the rules as described in the spell's description.
 
: <h5>Casting Defensively</h5>
: If you want to cast a spell without provoking any attacks of opportunity, you must make a [[Caster Check]] to concentrate (for DC see table above) to succeed. You lose the spell if you fail.
 
: <h5>Entangled</h5>
: If you want to cast a spell while entangled in a net or by a tanglefoot bag or while you're affected by a spell or power with similar effects, you must make a [[Caster Check]] to concentrate to cast the spell (see table above for DC). You lose the spell if you fail.


===Attacks of Opportunity===
===Attacks of Opportunity===

Revision as of 20:16, 11 November 2017