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Some spellcasters select their spells from a limited list of spells known, while others have access to a wide variety of options.
Some spellcasters select their spells from a limited list of spells known, while others have access to a wide variety of options.


Most spellcasters prepare spells in advance - whether from a spellbook or through prayers - while some cast spells spontaneously without preparation. Despite these different ways characters use to learn or prepare their spells, when it comes to casting them, the spells are very much alike.
Most spellcasters prepare spells in advance — whether from a spellbook or through prayers - while some cast spells spontaneously without preparation. Despite these different ways characters use to learn or prepare their spells, when it comes to casting them, the spells are very much alike.


Whether a spell is arcane or divine, and whether a character prepares spells in advance or chooses them on the spot, casting a spell works the same way.  
Whether a spell is arcane or divine, and whether a character prepares spells in advance or chooses them on the spot, casting a spell works the same way.  
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===The Action of Casting a Spell===
===The Action of Casting a Spell===
* You must have the spell available to you, ie, you haven't forgotten to memorize it or already used it up without recovering it somehow.
* You must have the spell available to you (i.e., you haven't forgotten to memorize it or already used it up without recovering it somehow).


* Casting a spell almost always requires a Standard action. Some combat or defensive spells (Feather Fall, for example) are immediate actions.  Spells with one or more metamagic feats are bumped up to take full round actions, but they're generally Worth It.
* Casting a spell almost always requires a Standard action. Some combat or defensive spells ([[Feather Fall (Spell)]], for example) are immediate actions.  Spells with one or more metamagic feats have their casting times increased to full round actions as a result of applying the metamagic feat to them, but they're generally Worth It.


* 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.
* 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.


: If a spell has multiple versions, you choose which version to use when you cast it. You don't have to prepare (or learn, in the case of a bard or sorcerer) a specific version of the spell.
: If a spell has multiple versions, you choose which version to use when you cast it. You don't have to prepare (or learn, in the case of a bard or sorcerer) a specific version of the spell.
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===Attacks of Opportunity===
===Attacks of Opportunity===
Generally, if you cast a spell, you provoke attacks of opportunity from threatening enemies, unless you make a [[Concentration]] check to cast defensively (see below). If you take damage from an attack of opportunity due to casting a spell without casting defensively, you must still make a [[Concentration]] check to cast the spell, but now suffer a -5 penalty on the check.  If you fail the concentration check, you lose the spell as though it were cast to no effect, and waste the action used to cast it.  
Generally, if you cast a spell, you provoke attacks of opportunity from threatening enemies, unless you make a [[Spellcraft#Concentration]] check to cast defensively (see below). If you take damage from an attack of opportunity due to casting a spell without casting defensively, you must still make a caster check to cast the spell, but now suffer a -5 penalty on the check.  If you fail the concentration check, you lose the spell as though it were cast to no effect, and waste the action used to cast it.  


Spells that require only a swift or free action to cast don't provoke attacks of opportunity.
Spells that require only immediate, swift, or free actions to cast don't provoke attacks of opportunity.


=== Casting on the Defensive ===
=== Casting on the Defensive ===
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 that the memorized spell, or the spell slot, is used up, in addition to wasting 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 [[Spellcraft#Concentration]] check, using your bailiwick skill, to concentrate (DC 10 + (spell level x 4)) to successfully cast the spell. Failure means that the memorized spell, or the spell slot, is used up, in addition to wasting the action used to make the attempt.


===Touch Spells in Combat===
===Touch Spells in Combat===
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* ''Standard Action''
* ''Standard Action''
Dismissing an active spell is a standard action that doesn't provoke attacks of opportunity.
Dismissing an active spell is a standard action that doesn't provoke attacks of opportunity.
===Counterspells===
It is possible to cast any spell as a counterspell if it is high enough level to effect the target's magic. By doing so, you are using the spell's energy to disrupt the ability of the enemy caster to complete their own spell. Counterspelling works regardless of whether the spell is Arcane or Divine.
:'''How Counterspells Work'''
: To use a counterspell, you must select an opponent as the target of the counterspell. You do this by choosing to ready an action. In doing so, you wait to complete your action until your opponent tries to cast a spell or use a spell-like or supernatural ability. You may still move and take a swift action, since readying an action is a standard action.
: If the target of your counterspell tries to cast a spell or use a spell-like or supernatural ability, make a Spellcraft (or other appropriate Bailiwick skill) check against an Average DC for the level of your opponent. This check is part of your readied action. If the check succeeds, you can attempt to counter the action. If the check fails, you cannot.
: To complete the action, you must then cast an appropriate spell. A spell can only cancel an ability or spell as long as its spell level is at least one fifth the CR of the opponent or effect creating the magical effect or casting the spell or spell-like ability.  IE, a 1st level spell can counterspell up to a CR 5 effect, a second level spell up to CR 10, 3rd level spell up to CR 15, etc.  If the target is within range of the spell you expend, both magical effects automatically negate each other with no other results.
:'''Counterspelling Metamagic Spells'''
: The effects of metamagic feats are irrelevant to counterspelling, though a spell's level, adjusted by metamagic, counts.  That is, if you attempt to counter a spell with a quickened Fireball, it is spell level 7 so it can counter up to a CR 35 creature or effect. However, the fact that it was quickened has no effect on the counterspelling process.
:'''Specific Exceptions'''
: Some spells can specifically counter other spells, often those with diametrically opposed effects.  The spell's description will detail these circumstances when applicable.
:'''Dispel Magic as a Counterspell'''
: You can usually use dispel magic to counterspell another spell being cast, regardless of the CR of the creature or effect casting the spell to be countered.


===Caster Level===
===Caster Level===
[[Spells#Caster_Level|caster level]], which for most spellcasting characters is equal to her class level in the class using to cast the spell.
their class level in the class they are using to cast the spell.


You can cast a spell at a lower [[Spells#Caster_Level|caster level]] than normal, but the [[Spells#Caster_Level|caster level]] you choose must be high enough for you to cast the spell in question, and all level-dependent features must be based on the same [[Spells#Caster_Level|caster level]].
You can cast a spell at a lower caster level than normal, but the caster level you choose must be high enough for you to cast the spell in question, and all level-dependent features must be based on the same caster level.


In the event that a class feature or other special ability provides an adjustment to your [[Spells#Caster_Level|caster level]], that adjustment applies not only to effects based on [[Spells#Caster_Level|caster level]] [[Spells#Caster_Level|caster level]] used in dispel checks (both the dispel check and the DC of the check).
 


===Spell Failure===
===Spell Failure===
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: '''Concentration'''
: '''Concentration'''
: The spell lasts as long as you concentrate on it. Concentrating to maintain a spell is a standard action that does not provoke attacks of opportunity. Anything that could break your concentration when casting a spell can also break your concentration while you're maintaining one, causing the spell to end. See [[#Concentration|concentration]].
: The spell lasts as long as you concentrate on it. Concentrating to maintain a spell is a standard action that does not provoke attacks of opportunity. Anything that could break your concentration when casting a spell can also break your concentration while you're maintaining one, causing the spell to end. See [[Spellcraft#Concentration|concentration]].


: You can't cast a spell while concentrating on another one. Some spells last for a short time after you cease concentrating.
: You can't cast a spell while concentrating on another one. Some spells last for a short time after you cease concentrating.
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====Saving Throw Difficulty Class====
====Saving Throw Difficulty Class====
A saving throw against your spell has a DC of 10 + the level of the spell + your bonus for the relevant ability (Intelligence for a wizard, Charisma for a bard, paladin, or sorcerer, or Wisdom for a cleric, druid, or ranger). A spell's level can vary depending on your class. Always use the spell level applicable to your class.
A saving throw against your spell has a DC of 10 + the level of the spell + your bonus for the caster ability modifier (Intelligence for a wizard, Charisma for a bard, paladin, or sorcerer, or Wisdom for a cleric, druid, or ranger). A spell's level can vary depending on your class. Always use the spell level applicable to your class.


: '''Succeeding on a Saving Throw'''
: '''Succeeding on a Saving Throw'''
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: '''Automatic Failures and Successes'''
: '''Automatic Failures and Successes'''
: A natural 1 (the d20 comes up 1) on a saving throw is always a failure, and the spell may cause damage to exposed items (see Items Surviving after a Saving Throw, below). a natural 20 (the d20 comes up 20) is always a success.
: A natural 1 (the d20 comes up 1) on a saving throw is always a failure. A natural 20 (the d20 comes up 20) is always a success.


: '''Voluntarily Giving up a Saving Throw'''
: '''Voluntarily Giving up a Saving Throw'''
: A creature can voluntarily forgo a saving throw and willingly accept a spell's result. Even a character with a special resistance to magic can suppress this quality.
: A creature can voluntarily forgo a saving throw and willingly accept a spell's result. Even a character with a special resistance to magic can suppress this quality (though suppressing spell resistance often requires an action of some kind — it usually cannot be done outside of your turn).
 
::{| class="ep-default"
|+ '''Table: Items Affected by Magical Attacks'''
! Order* || Item
|-
| 1st || Shield
|-
| 2nd || Armor
|-
| 3rd || Magic helmet, hat, or headband
|-
| 4th || Item in hand (including weapon, wand, or the like)
|-
| 5th || Magic cloak
|-
| 6th || Stowed or sheathed weapon
|-
| 7th || Magic bracers
|-
| 8th || Magic clothing
|-
| 9th || Magic jewelry (including rings)
|-
| 10th || Anything else
|}
::<sup>*</sup> <small>&ndash; In order of most likely to least likely to be affected.</small>


: '''Items Surviving after a Saving Throw'''
: '''Items Surviving after a Saving Throw'''
: Unless the descriptive text for the spell specifies otherwise, all items carried or worn by a creature are assumed to survive a magical attack. If a creature rolls a natural 1 on its saving throw against the effect, however, an exposed item is harmed (if the attack can harm objects). Refer to Table: Items Affected by Magical Attacks. Determine which four objects carried or worn by the creature are most likely to be affected and roll randomly among them. The randomly determined item must make a saving throw against the attack form and take whatever damage the attack dealt.
: Unless the descriptive text for the spell specifies otherwise, all items carried or worn by a creature are assumed to survive a magical attack.
 
: If the selected item is not carried or worn and is not magical, it does not get a saving throw. It simply is dealt the appropriate damage.


{{:Spell Resistance}}
{{:Spell Resistance}}
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*A level 3 spell costs 3 x 3 x 3 x 10gp =  270 gp.
*A level 3 spell costs 3 x 3 x 3 x 10gp =  270 gp.
*A level 4 spell costs 4 x 4 x 4 x 10gp =  640 gp.
*A level 4 spell costs 4 x 4 x 4 x 10gp =  640 gp.
*A level 5 spell costs 5 x 5 x 5 x 10gp =  1250 gp.
*A level 5 spell costs 5 x 5 x 5 x 10gp =  1,250 gp.
*A level 6 spell costs 6 x 6 x 6 x 10gp =  2160 gp.
*A level 6 spell costs 6 x 6 x 6 x 10gp =  2,160 gp.
*A level 7 spell costs 7 x 7 x 7 x 10gp =  3430 gp.
*A level 7 spell costs 7 x 7 x 7 x 10gp =  3,430 gp.
*A level 8 spell costs 8 x 8 x 8 x 10gp =  5120 gp.
*A level 8 spell costs 8 x 8 x 8 x 10gp =  5,120 gp.
*A level 9 spell costs 9 x 9 x 9 x 10gp =  7290 gp.
*A level 9 spell costs 9 x 9 x 9 x 10gp =  7,290 gp.


At Epic levels, True Dweomers cost much more to place into a spellbook, namely:
At Epic levels, True Dweomers cost much more to place into a spellbook, namely:


*A level 10 spell costs 10x10x10 x 100gp =  100,000gp.
*A level 10 spell costs 10x10x10 x 100gp =  100,000 gp.
*A level 11 spell costs 11x11x11 x 100gp =  133,100gp.
*A level 11 spell costs 11x11x11 x 100gp =  133,100 gp.
*A level 12 spell costs 12x12x12 x 100gp =  172,800gp.
*A level 12 spell costs 12x12x12 x 100gp =  172,800 gp.
*A level 13 spell costs 13x13x13 x 100gp =  219,700gp.
*A level 13 spell costs 13x13x13 x 100gp =  219,700 gp.
*A level 14 spell costs 14x14x14 x 100gp =  274,400gp.
*A level 14 spell costs 14x14x14 x 100gp =  274,400 gp.


Note that a wizard does not have to pay these costs in time or gold for the spells she gains for free at each new level below Epic. No caster ever gains True Dweomer spells for free.
Note that a wizard does not have to pay these costs in time or gold for the spells she gains for free at each new level below Epic. No caster ever gains True Dweomer spells for free.

Revision as of 21:36, 20 January 2018